Repository: TheAllenChou/unity-ray-marching Branch: master Commit: 8c584a834348 Files: 127 Total size: 2.8 MB Directory structure: gitextract_5r91oazk/ ├── .gitignore ├── LICENSE ├── README.md └── unity-ray-marching/ ├── Assets/ │ ├── Scenes/ │ │ ├── AABB Tree Stress Test/ │ │ │ ├── AABB Tree Stress Test.unity │ │ │ └── AABB Tree Stress Test.unity.meta │ │ ├── AABB Tree Stress Test.meta │ │ ├── Game Object Ray Marcher/ │ │ │ ├── Game Object Ray Marcher.unity │ │ │ └── Game Object Ray Marcher.unity.meta │ │ ├── Game Object Ray Marcher.meta │ │ ├── Primitives/ │ │ │ ├── Primitives.shader │ │ │ ├── Primitives.shader.meta │ │ │ ├── Primitives.unity │ │ │ └── Primitives.unity.meta │ │ ├── Primitives.meta │ │ ├── Spheres/ │ │ │ ├── Spheres.shader │ │ │ ├── Spheres.shader.meta │ │ │ ├── Spheres.unity │ │ │ └── Spheres.unity.meta │ │ └── Spheres.meta │ ├── Scenes.meta │ ├── Script/ │ │ ├── PostProcessingBase.cs │ │ ├── PostProcessingBase.cs.meta │ │ ├── PostProcessingBlit.cs │ │ ├── PostProcessingBlit.cs.meta │ │ ├── PostProcessingCompute.cs │ │ ├── PostProcessingCompute.cs.meta │ │ ├── Ray Marching/ │ │ │ ├── AabbTree.cs │ │ │ ├── AabbTree.cs.meta │ │ │ ├── GameObjectRayMarcher.cs │ │ │ ├── GameObjectRayMarcher.cs.meta │ │ │ ├── RayMarchedShape.cs │ │ │ ├── RayMarchedShape.cs.meta │ │ │ ├── RayMarchedSphere.cs │ │ │ ├── RayMarchedSphere.cs.meta │ │ │ ├── SdfShape.cs │ │ │ └── SdfShape.cs.meta │ │ ├── Ray Marching.meta │ │ ├── Util/ │ │ │ ├── ConditionalFieldAttribute.cs │ │ │ ├── ConditionalFieldAttribute.cs.meta │ │ │ ├── ConditionalFieldAttributeDrawer.cs │ │ │ ├── ConditionalFieldAttributeDrawer.cs.meta │ │ │ ├── MathUtil.cs │ │ │ ├── MathUtil.cs.meta │ │ │ ├── QuaternionUtil.cs │ │ │ ├── QuaternionUtil.cs.meta │ │ │ ├── VectorUtil.cs │ │ │ └── VectorUtil.cs.meta │ │ └── Util.meta │ ├── Script.meta │ ├── Shader/ │ │ ├── Math/ │ │ │ ├── CatmullRom.cginc │ │ │ ├── CatmullRom.cginc.meta │ │ │ ├── Color.cginc │ │ │ ├── Color.cginc.meta │ │ │ ├── Math.cginc │ │ │ ├── Math.cginc.meta │ │ │ ├── Quaternion.cginc │ │ │ ├── Quaternion.cginc.meta │ │ │ ├── Vector.cginc │ │ │ └── Vector.cginc.meta │ │ ├── Math.meta │ │ ├── Noise/ │ │ │ ├── ClassicNoise2D.cginc │ │ │ ├── ClassicNoise2D.cginc.meta │ │ │ ├── ClassicNoise3D.cginc │ │ │ ├── ClassicNoise3D.cginc.meta │ │ │ ├── Noise.cginc │ │ │ ├── Noise.cginc.meta │ │ │ ├── NoiseCommon.cginc │ │ │ ├── NoiseCommon.cginc.meta │ │ │ ├── RandomNoise.cginc │ │ │ ├── RandomNoise.cginc.meta │ │ │ ├── Resources/ │ │ │ │ ├── ClassicNoiseCs.compute │ │ │ │ ├── ClassicNoiseCs.compute.meta │ │ │ │ ├── ClassicNoisePeriodicCs.compute │ │ │ │ ├── ClassicNoisePeriodicCs.compute.meta │ │ │ │ ├── RandomNoiseCs.compute │ │ │ │ ├── RandomNoiseCs.compute.meta │ │ │ │ ├── RandomNoiseVectorCs.compute │ │ │ │ ├── RandomNoiseVectorCs.compute.meta │ │ │ │ ├── SimplexNoiseCs.compute │ │ │ │ ├── SimplexNoiseCs.compute.meta │ │ │ │ ├── SimplexNoiseGradientCs.compute │ │ │ │ └── SimplexNoiseGradientCs.compute.meta │ │ │ ├── Resources.meta │ │ │ ├── SimplexNoise2D.cginc │ │ │ ├── SimplexNoise2D.cginc.meta │ │ │ ├── SimplexNoise3D.cginc │ │ │ └── SimplexNoise3D.cginc.meta │ │ ├── Noise.meta │ │ ├── Ray Marching/ │ │ │ ├── Resources/ │ │ │ │ ├── AabbTree.cginc │ │ │ │ ├── AabbTree.cginc.meta │ │ │ │ ├── RayMarcherCs.compute │ │ │ │ └── RayMarcherCs.compute.meta │ │ │ ├── Resources.meta │ │ │ ├── SDF/ │ │ │ │ ├── Normal.cginc │ │ │ │ ├── Normal.cginc.meta │ │ │ │ ├── Operators.cginc │ │ │ │ ├── Operators.cginc.meta │ │ │ │ ├── Primitives.cginc │ │ │ │ ├── Primitives.cginc.meta │ │ │ │ ├── SDF.cginc │ │ │ │ ├── SDF.cginc.meta │ │ │ │ ├── Shapes.cginc │ │ │ │ ├── Shapes.cginc.meta │ │ │ │ ├── Util.cginc │ │ │ │ └── Util.cginc.meta │ │ │ └── SDF.meta │ │ └── Ray Marching.meta │ └── Shader.meta ├── Packages/ │ └── manifest.json └── ProjectSettings/ ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ unity-ray-marching/[Ll]ibrary/ unity-ray-marching/[Dd]ebug/ unity-ray-marching/[Tt]emp/ unity-ray-marching/[Oo]bj/ unity-ray-marching/[Bb]uild/ unity-ray-marching/[Bb]uilds/ unity-ray-marching/.vs/ bin/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb # Unity3D generated meta files *.pidb.meta # Unity3D Generated File On Crash Reports sysinfo.txt # Builds *.unitypackage ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2021 Ming-Lun "Allen" Chou Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: README.md ================================================ ## Unity Ray Marching - My Sandbox for Learning Ray Marching by **Ming-Lun "Allen" Chou** / [AllenChou.net](http://AllenChou.net) / [@TheAllenChou](http://twitter.com/TheAllenChou) / [Patreon](https://www.patreon.com/TheAllenChou) This 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). ![](/img/smooth-sphere-union.gif) ![](/img/interactive-game-objects.gif) ![](/img/heat-maps.gif) ## Features * Smooth Boolean operations: union, subtraction, intersection. * Heat maps: number of ray steps & number of SDF evaluations. * Final rendered image entirely generated using compute shader. ## Optimization Techniques * Bounding volume hierarchy (BVH) using dynamic AABB trees. * AABB query & ray query against AABB trees on GPU. ## References & Resources * [How Ray Marching & Signed Distance Fields (SDF) Work](http://www.michaelwalczyk.com/blog/2017/5/25/ray-marching) * [Smooth SDF Unions](http://www.iquilezles.org/www/articles/smin/smin.htm) * [SDF Normals](http://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm) * [Shadertoy](http://shadertoy.com) * [Dynamic Bounding Volume Hierarchies (GDC 2019)](https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf) * [Box2D](https://github.com/erincatto/box2d) ================================================ FILE: unity-ray-marching/Assets/Scenes/AABB Tree Stress Test/AABB Tree Stress Test.unity ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!29 &1 OcclusionCullingSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_OcclusionBakeSettings: smallestOccluder: 5 smallestHole: 0.25 backfaceThreshold: 100 m_SceneGUID: 00000000000000000000000000000000 m_OcclusionCullingData: {fileID: 0} --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 serializedVersion: 9 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 m_FogDensity: 0.01 m_LinearFogStart: 0 m_LinearFogEnd: 300 m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} m_AmbientIntensity: 1 m_AmbientMode: 0 m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} m_HaloStrength: 0.5 m_FlareStrength: 1 m_FlareFadeSpeed: 3 m_HaloTexture: {fileID: 0} m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} m_DefaultReflectionMode: 0 m_DefaultReflectionResolution: 128 m_ReflectionBounces: 1 m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 serializedVersion: 11 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 m_BounceScale: 1 m_IndirectOutputScale: 1 m_AlbedoBoost: 1 m_EnvironmentLightingMode: 0 m_EnableBakedLightmaps: 1 m_EnableRealtimeLightmaps: 0 m_LightmapEditorSettings: serializedVersion: 10 m_Resolution: 2 m_BakeResolution: 40 m_AtlasSize: 1024 m_AO: 0 m_AOMaxDistance: 1 m_CompAOExponent: 1 m_CompAOExponentDirect: 0 m_Padding: 2 m_LightmapParameters: {fileID: 0} m_LightmapsBakeMode: 1 m_TextureCompression: 1 m_FinalGather: 0 m_FinalGatherFiltering: 1 m_FinalGatherRayCount: 256 m_ReflectionCompression: 2 m_MixedBakeMode: 2 m_BakeBackend: 1 m_PVRSampling: 1 m_PVRDirectSampleCount: 32 m_PVRSampleCount: 512 m_PVRBounces: 2 m_PVRFilterTypeDirect: 0 m_PVRFilterTypeIndirect: 0 m_PVRFilterTypeAO: 0 m_PVRFilteringMode: 1 m_PVRCulling: 1 m_PVRFilteringGaussRadiusDirect: 1 m_PVRFilteringGaussRadiusIndirect: 5 m_PVRFilteringGaussRadiusAO: 2 m_PVRFilteringAtrousPositionSigmaDirect: 0.5 m_PVRFilteringAtrousPositionSigmaIndirect: 2 m_PVRFilteringAtrousPositionSigmaAO: 1 m_ShowResolutionOverlay: 1 m_LightingDataAsset: {fileID: 0} m_UseShadowmask: 1 --- !u!196 &4 NavMeshSettings: serializedVersion: 2 m_ObjectHideFlags: 0 m_BuildSettings: serializedVersion: 2 agentTypeID: 0 agentRadius: 0.5 agentHeight: 2 agentSlope: 45 agentClimb: 0.4 ledgeDropHeight: 0 maxJumpAcrossDistance: 0 minRegionArea: 2 manualCellSize: 0 cellSize: 0.16666667 manualTileSize: 0 tileSize: 256 accuratePlacement: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} --- !u!1 &1097214 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ Shader "Hidden/Primitives" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "../../Shader/Math/Math.cginc" #include "../../Shader/Ray Marching/SDF/SDF.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 view : TEXCOORD1; }; sampler2D _MainTex; sampler2D _CameraDepthTexture; float map(float3 p) { const float3 kSphereCenter = float3(0.0f, 0.0f, 5.0f); const float3 kSphereRadius = 1.0f; const float t = _Time.y; const float a = sdf_sphere(p, kSphereCenter, kSphereRadius); const float b = sdf_sphere(p, kSphereCenter - float3(2.0f * sin(2.0f * t), 0.0f, 0.0f), 0.7f * kSphereRadius * (0.8f * abs(sin(2.0f * t)) + 0.2f)); const float c = sdf_sphere(p, kSphereCenter - 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Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ Shader "Hidden/Spheres" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "../../Shader/Math/Math.cginc" #include "../../Shader/Ray Marching/SDF/SDF.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 view : TEXCOORD1; }; sampler2D _MainTex; sampler2D _CameraDepthTexture; float map(float3 p, int userData) { const float3 kSphereCenter = float3(0.0f, 0.0f, 5.0f); const float3 kSphereRadius = 1.0f; const float t = _Time.y; const float a = sdf_sphere(p, kSphereCenter, kSphereRadius); const float b = sdf_sphere(p, kSphereCenter - 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Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif [RequireComponent(typeof(Camera))] [ExecuteInEditMode] public class PostProcessingBase : MonoBehaviour { public bool ApplyToSceneCamera = true; #if UNITY_EDITOR private Camera m_sceneCamera; private PostProcessingBase m_postProcessing; private bool m_appliedToSceneCamera = false; private bool m_attachedToSceneCamera = false; #endif private void DisposeSceneCamera() { if (m_postProcessing != null) { DestroyImmediate(m_postProcessing); } m_sceneCamera = null; m_postProcessing = null; m_appliedToSceneCamera = false; } private void Update() { #if UNITY_EDITOR UpdateSceneCamera(); #endif } protected virtual void OnValidate() { #if UNITY_EDITOR // reboot component copy to scene camera if changed in editor m_appliedToSceneCamera = false; #endif } #if UNITY_EDITOR private void UpdateSceneCamera() { if (m_attachedToSceneCamera) return; if (!ApplyToSceneCamera) { DisposeSceneCamera(); return; } if (m_appliedToSceneCamera) return; var window = EditorWindow.GetWindow(false, "", false); var camera = window ? window.camera : null; if (m_sceneCamera && m_sceneCamera != camera) { DisposeSceneCamera(); } m_sceneCamera = camera; if (camera == null) return; var pp = (PostProcessingBase) camera.GetComponent(GetType()); if (pp && pp != m_postProcessing) { DestroyImmediate(pp); pp = null; } if (pp == null) { pp = (PostProcessingBase) camera.gameObject.AddComponent(GetType()); pp.m_attachedToSceneCamera = true; } EditorUtility.CopySerialized(this, pp); m_postProcessing = pp; m_appliedToSceneCamera = true; } #endif } ================================================ FILE: unity-ray-marching/Assets/Script/PostProcessingBase.cs.meta ================================================ fileFormatVersion: 2 guid: e0acce6fa5b66f84e872645bb39ffca3 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/PostProcessingBlit.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; [RequireComponent(typeof(Camera))] [ExecuteInEditMode] public class PostProcessingBlit : PostProcessingBase { public Shader PostProcessingShader; private Material m_material; private void OnRenderImage(RenderTexture src, RenderTexture dst) { if (PostProcessingShader == null) { Debug.LogWarning("Shader is not assigned for post processing."); return; } if (PostProcessingShader != null) { if (m_material == null) { m_material = new Material(PostProcessingShader); } if (m_material.shader != PostProcessingShader) { m_material.shader = PostProcessingShader; } } Graphics.Blit(src, dst, m_material); } } ================================================ FILE: unity-ray-marching/Assets/Script/PostProcessingBlit.cs.meta ================================================ fileFormatVersion: 2 guid: 530b9ca09b259de41aecc7ea3e363242 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/PostProcessingCompute.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; [RequireComponent(typeof(Camera))] [ExecuteInEditMode] public class PostProcessingCompute : PostProcessingBase { public ComputeShader Compute; private ComputeShader m_compute; private RenderTexture m_renderTarget; protected virtual void Init(ComputeShader compute) { } protected virtual void Dispose(ComputeShader compute) { } protected virtual void OnPreRenderImage(ComputeShader compute, RenderTexture src, RenderTexture dst) { } protected virtual void Dispatch(ComputeShader compute, RenderTexture src, RenderTexture dst) { } protected virtual void OnPostRenderImage(ComputeShader compute, RenderTexture src, RenderTexture dst) { } private void OnDisable() { if (m_compute == null) return; Dispose(m_compute); m_compute = null; } private void OnRenderImage(RenderTexture src, RenderTexture dst) { if (Compute != m_compute) { if (m_compute != null) { Dispose(m_compute); m_compute = null; } if (Compute != null) { m_compute = Compute; Init(m_compute); } } if (m_compute == null) { Debug.LogWarning("Compute shader is not assigned for post processing."); return; } if (m_renderTarget == null || m_renderTarget.width != src.width || m_renderTarget.height != src.height) { if (m_renderTarget != null) { DestroyImmediate(m_renderTarget); m_renderTarget = null; } m_renderTarget = new RenderTexture(src.width, src.height, 0); m_renderTarget.enableRandomWrite = true; m_renderTarget.Create(); } OnPreRenderImage(m_compute, src, m_renderTarget); Dispatch(m_compute, src, m_renderTarget); Graphics.Blit(m_renderTarget, dst); OnPostRenderImage(m_compute, src, m_renderTarget); } } ================================================ FILE: unity-ray-marching/Assets/Script/PostProcessingCompute.cs.meta ================================================ fileFormatVersion: 2 guid: abde3e9da58da63419f8889e4332b75a MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/AabbTree.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using System.Collections.Generic; using System.Runtime.InteropServices; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif [StructLayout(LayoutKind.Sequential, Pack = 0)] public struct Aabb { public static readonly int Stride = 8 * sizeof(float); public Vector3 Min; public float Padding0; public Vector3 Max; public float Padding1; public static Aabb Union(Aabb a, Aabb b) { return new Aabb ( new Vector3 ( Mathf.Min(a.Min.x, b.Min.x), Mathf.Min(a.Min.y, b.Min.y), Mathf.Min(a.Min.z, b.Min.z) ), new Vector3 ( Mathf.Max(a.Max.x, b.Max.x), Mathf.Max(a.Max.y, b.Max.y), Mathf.Max(a.Max.z, b.Max.z) ) ); } public static bool Intersects(Aabb a, Aabb b) { return a.Min.x <= b.Max.x && a.Max.x >= b.Min.x && a.Min.y <= b.Max.y && a.Max.y >= b.Min.y && a.Min.z <= b.Max.z && a.Max.z >= b.Min.z; } private static Aabb s_empty = new Aabb(float.MaxValue * Vector3.one, float.MinValue * Vector3.one); public static Aabb Empty { get { return s_empty; } } public float HalfArea { get { Vector3 e = Max - Min; return e.x * e.y + e.y * e.z + e.z * e.x; } } public Vector3 Center { get { return 0.5f * (Min + Max); } } public Vector3 Extents { get { return Max - Min; } } public Vector3 HalfExtents { get { return 0.5f * (Max - Min); } } public Aabb(Vector3 min, Vector3 max) { Min = min; Max = max; Padding0 = Padding1 = 0.0f; } public void Include(Vector3 p) { Min.x = Mathf.Min(Min.x, p.x); Min.y = Mathf.Min(Min.y, p.y); Min.z = Mathf.Min(Min.z, p.z); Max.x = Mathf.Max(Max.x, p.x); Max.y = Mathf.Max(Max.y, p.y); Max.z = Mathf.Max(Max.z, p.z); } public void Expand(float r) { Min.x -= r; Min.y -= r; Min.z -= r; Max.x += r; Max.y += r; Max.z += r; } public void Expand(Vector3 r) { Min.x -= r.x; Min.y -= r.y; Min.z -= r.z; Max.x += r.x; Max.y += r.y; Max.z += r.z; } public bool Contains(Aabb rhs) { return Min.x <= rhs.Min.x && Min.y <= rhs.Min.y && Min.z <= rhs.Min.z && Max.x >= rhs.Max.x && Max.y >= rhs.Max.y && Max.z >= rhs.Max.z; } // Real-time Collision Detection, p179. public float RayCast(Vector3 from, Vector3 to, float maxFraction = 1.0f) { float tMin = float.MinValue; float tMax = float.MaxValue; Vector3 d = to - from; Vector3 absD = VectorUtil.Abs(d); for (int i = 0; i < 3; ++i) { float dComp = VectorUtil.GetComopnent(d, i); float absDComp = VectorUtil.GetComopnent(absD, i); float fromComp = VectorUtil.GetComopnent(from, i); float minComp = VectorUtil.GetComopnent(Min, i); float maxComp = VectorUtil.GetComopnent(Max, i); if (absDComp < float.Epsilon) { // parallel? if (fromComp < minComp || maxComp < fromComp) return float.MinValue; } else { float invD = 1.0f / dComp; float t1 = (minComp - fromComp) * invD; float t2 = (maxComp - fromComp) * invD; if (t1 > t2) { float temp = t1; t1 = t2; t2 = temp; } tMin = Mathf.Max(tMin, t1); tMax = Mathf.Min(tMax, t2); if (tMin > tMax) return float.MinValue; } } // does the ray start inside the box? // does the ray intersect beyond the max fraction? if (tMin < 0.0f || maxFraction < tMin) return float.MinValue; // intersection detected return tMin; } } // https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf // https://github.com/erincatto/box2d/blob/master/src/collision/b2_dynamic_tree.cpp public class AabbTree where T : class { public static readonly int Null = -1; public static readonly float FatBoundsRadius = 0.25f; public delegate bool QueryCallbcak(T userData); public delegate float RayCastCallback(Vector3 from, Vector3 to, T userData); public struct Node { public Aabb Bounds; // fat AABB public int Parent; public int NextFree; public int ChildA; public int ChildB; public int Height; // leaf = 0, free = -1 public T UserData; public bool Moved; public bool IsLeaf { get { return ChildA == Null; } } public bool IsFree { get { return Height < 0; } } } [StructLayout(LayoutKind.Sequential, Pack = 0)] public struct NodePod { public static readonly int Stride = Aabb.Stride + 4 * sizeof(int); public Aabb Bounds; public int Parent; public int ChildA; public int ChildB; public int UserDataIndex; } private Node[] m_nodes; private NodePod[] m_pods; private int m_numNodes; private int m_freeList; private int m_root; private Stack m_stack; public AabbTree() { m_nodes = new Node[16]; m_pods = new NodePod[16]; m_numNodes = 0; m_freeList = Null; m_root = Null; m_stack = new Stack(256); // build a linked list for the free list for (int i = 0; i < m_nodes.Length - 1; ++i) { m_nodes[i].NextFree = i + 1; m_nodes[i].Height = -1; } m_nodes[m_nodes.Length - 1].NextFree = Null; m_nodes[m_nodes.Length - 1].Height = -1; m_freeList = 0; } public int Capacity { get { return m_nodes.Length; } } public int Root { get { return m_root; } } public int Fill(ComputeBuffer buffer, float aabbTightenRadius = 0.0f) { if (m_root == Null) return Null; if (m_pods.Length != m_nodes.Length) m_pods = new NodePod[m_nodes.Length]; for (int i = 0; i < m_nodes.Length; ++i) { if (m_nodes[i].IsFree) continue; Aabb tightBounds = m_nodes[i].Bounds; tightBounds.Expand(-aabbTightenRadius); m_pods[i].Bounds = tightBounds; m_pods[i].Parent = m_nodes[i].Parent; m_pods[i].ChildA = m_nodes[i].ChildA; m_pods[i].ChildB = m_nodes[i].ChildB; var shape = m_nodes[i].UserData as RayMarchedShape; if (shape != null) { m_pods[i].UserDataIndex = shape.ShapeIndex; } } buffer.SetData(m_pods); return m_root; } private int AllocateNode() { // no more free nodes? if (m_freeList == Null) { // expand capacity var oldNodes = m_nodes; m_nodes = new Node[oldNodes.Length * 2]; oldNodes.CopyTo(m_nodes, 0); // set up free list for (int i = m_numNodes; i < m_nodes.Length - 1; ++i) { m_nodes[i].NextFree = i + 1; m_nodes[i].Height = -1; } m_nodes[m_nodes.Length - 1].NextFree = Null; m_nodes[m_nodes.Length - 1].Height = -1; m_freeList = m_numNodes; } // take a node from the free list int node = m_freeList; m_freeList = m_nodes[node].NextFree; m_nodes[node].Parent = Null; m_nodes[node].ChildA = Null; m_nodes[node].ChildB = Null; m_nodes[node].Height = 0; m_nodes[node].NextFree = -1; m_nodes[node].UserData = null; m_nodes[node].Moved = false; ++m_numNodes; return node; } private void FreeNode(int node) { m_nodes[node].NextFree = m_freeList; m_nodes[node].Height = -1; m_freeList = node; --m_numNodes; } public int CreateProxy(Aabb bounds, T userData) { int proxy = AllocateNode(); // make fat m_nodes[proxy].Bounds = bounds; m_nodes[proxy].Bounds.Expand(FatBoundsRadius); // make fat m_nodes[proxy].Height = 0; m_nodes[proxy].UserData = userData; m_nodes[proxy].Moved = true; InsertLeaf(proxy); return proxy; } public void DestroyProxy(int proxy) { RemoveLeaf(proxy); FreeNode(proxy); } public void UpdateProxy(int proxy, Aabb bounds) { if (m_nodes[proxy].Bounds.Contains(bounds)) return; RemoveLeaf(proxy); m_nodes[proxy].Bounds = bounds; m_nodes[proxy].Bounds.Expand(FatBoundsRadius); // make fat InsertLeaf(proxy); m_nodes[proxy].Moved = true; } public Aabb GetBounds(int proxy) { return m_nodes[proxy].Bounds; } public bool Query(Aabb bounds, QueryCallbcak callback = null) { m_stack.Clear(); m_stack.Push(m_root); bool touchedAnyBounds = false; while (m_stack.Count > 0) { int index = m_stack.Pop(); if (index == Null) continue; Aabb tightBounds = m_nodes[index].Bounds; tightBounds.Expand(-FatBoundsRadius); if (!Aabb.Intersects(bounds, tightBounds)) continue; if (m_nodes[index].IsLeaf) { touchedAnyBounds = true; bool proceed = callback != null ? callback(m_nodes[index].UserData) : true; if (!proceed) return true; } else { m_stack.Push(m_nodes[index].ChildA); m_stack.Push(m_nodes[index].ChildB); } } return touchedAnyBounds; } public bool RayCast(Vector3 from, Vector3 to, RayCastCallback callback = null) { Vector3 r = to - from; r.Normalize(); float maxFraction = 1.0f; // v is perpendicular to the segment. Vector3 v = VectorUtil.FindOrthogonal(r).normalized; Vector3 absV = VectorUtil.Abs(v); // build a bounding box for the segment. Aabb rayBounds = Aabb.Empty; rayBounds.Include(from); rayBounds.Include(to); m_stack.Clear(); m_stack.Push(m_root); bool hitAnyBounds = false; while (m_stack.Count > 0) { int index = m_stack.Pop(); if (index == Null) continue; if (!Aabb.Intersects(m_nodes[index].Bounds, rayBounds)) continue; // Separating axis for segment (Gino, p80). // |dot(v, a - c)| > dot(|v|, h) Vector3 c = m_nodes[index].Bounds.Center; Vector3 h = m_nodes[index].Bounds.HalfExtents; float separation = Mathf.Abs(Vector3.Dot(v, from - c)) - Vector3.Dot(absV, h); if (separation > 0.0f) continue; if (m_nodes[index].IsLeaf) { Aabb tightBounds = m_nodes[index].Bounds; tightBounds.Expand(-FatBoundsRadius); float t = tightBounds.RayCast(from, to, maxFraction); if (t < 0.0f) continue; hitAnyBounds = true; float newMaxFraction = callback != null ? callback(from, to, m_nodes[index].UserData) : maxFraction; if (newMaxFraction >= 0.0f) { // Update segment bounding box. maxFraction = newMaxFraction; Vector3 newTo = from + maxFraction * (to - from); rayBounds.Min = VectorUtil.Min(from, newTo); rayBounds.Max = VectorUtil.Max(from, newTo); } } else { m_stack.Push(m_nodes[index].ChildA); m_stack.Push(m_nodes[index].ChildB); } } return hitAnyBounds; } private void InsertLeaf(int leaf) { if (m_root == Null) { m_root = leaf; m_nodes[m_root].Parent = Null; return; } // find best sibling Aabb leafBounds = m_nodes[leaf].Bounds; int index = m_root; while (!m_nodes[index].IsLeaf) { int childA = m_nodes[index].ChildA; int childB = m_nodes[index].ChildB; float area = m_nodes[index].Bounds.HalfArea; Aabb combinedBounds = Aabb.Union(m_nodes[index].Bounds, leafBounds); float combinedArea = combinedBounds.HalfArea; // cost of creating a new parent for this node and the new leaf float cost = 2.0f * combinedArea; // minimum cost of pushing the leaf further down the tree float inheritanceCost = 2.0f * (combinedArea - area); // cost of descending into child A float costA; if (m_nodes[childA].IsLeaf) { Aabb bounds; bounds = Aabb.Union(leafBounds, m_nodes[childA].Bounds); costA = bounds.HalfArea + inheritanceCost; } else { Aabb bounds; bounds = Aabb.Union(leafBounds, m_nodes[childA].Bounds); float oldArea = m_nodes[childA].Bounds.HalfArea; float newArea = bounds.HalfArea; costA = (newArea - oldArea) + inheritanceCost; } // cost of descending into child B float costB; if (m_nodes[childB].IsLeaf) { Aabb bounds; bounds = Aabb.Union(leafBounds, m_nodes[childB].Bounds); costB = bounds.HalfArea + inheritanceCost; } else { Aabb bounds; bounds = Aabb.Union(leafBounds, m_nodes[childB].Bounds); float oldArea = m_nodes[childB].Bounds.HalfArea; float newArea = bounds.HalfArea; costB = (newArea - oldArea) + inheritanceCost; } // descend according to the minimum cost if (cost < costA && cost < costB) break; //descend index = (costA < costB) ? childA : childB; } int sibling = index; // create a new parent int oldParent = m_nodes[sibling].Parent; int newParent = AllocateNode(); m_nodes[newParent].Parent = oldParent; m_nodes[newParent].Bounds = Aabb.Union(leafBounds, m_nodes[sibling].Bounds); m_nodes[newParent].Height = m_nodes[sibling].Height + 1; if (oldParent != Null) { // sibling was not the root if (m_nodes[oldParent].ChildA == sibling) { m_nodes[oldParent].ChildA = newParent; } else { m_nodes[oldParent].ChildB = newParent; } m_nodes[newParent].ChildA = sibling; m_nodes[newParent].ChildB = leaf; m_nodes[sibling].Parent = newParent; m_nodes[leaf].Parent = newParent; } else { // sibling was the root m_nodes[newParent].ChildA = sibling; m_nodes[newParent].ChildB = leaf; m_nodes[sibling].Parent = newParent; m_nodes[leaf].Parent = newParent; m_root = newParent; } // walk back up to re-balance heights index = m_nodes[leaf].Parent; while (index != Null) { index = Balance(index); int childA = m_nodes[index].ChildA; int childB = m_nodes[index].ChildB; m_nodes[index].Height = 1 + Mathf.Max(m_nodes[childA].Height, m_nodes[childB].Height); m_nodes[index].Bounds = Aabb.Union(m_nodes[childA].Bounds, m_nodes[childB].Bounds); index = m_nodes[index].Parent; } } private void RemoveLeaf(int leaf) { if (leaf == m_root) { m_root = Null; return; } int parent = m_nodes[leaf].Parent; int grandParent = m_nodes[parent].Parent; int sibling = m_nodes[parent].ChildA == leaf ? m_nodes[parent].ChildB : m_nodes[parent].ChildA; if (grandParent != Null) { // destroy parent and connect sibling to grand parent if (m_nodes[grandParent].ChildA == parent) { m_nodes[grandParent].ChildA = sibling; } else { m_nodes[grandParent].ChildB = sibling; } m_nodes[sibling].Parent = grandParent; FreeNode(parent); // adjust ancestor bounds int index = grandParent; while (index != Null) { index = Balance(index); int childA = m_nodes[index].ChildA; int childB = m_nodes[index].ChildB; m_nodes[index].Bounds = Aabb.Union(m_nodes[childA].Bounds, m_nodes[childB].Bounds); m_nodes[index].Height = 1 + Mathf.Max(m_nodes[childA].Height, m_nodes[childB].Height); index = m_nodes[index].Parent; } } else { m_root = sibling; m_nodes[sibling].Parent = Null; FreeNode(parent); } } private int Balance(int a) { if (m_nodes[a].IsLeaf || m_nodes[a].Height < 2) { return a; } int b = m_nodes[a].ChildA; int c = m_nodes[a].ChildB; int balance = m_nodes[c].Height - m_nodes[b].Height; // rotate C up if (balance > 1) { int f = m_nodes[c].ChildA; int g = m_nodes[c].ChildB; // swap A and C m_nodes[c].ChildA = a; m_nodes[c].Parent = m_nodes[a].Parent; m_nodes[a].Parent = c; // A's old parent should point to C if (m_nodes[c].Parent != Null) { if (m_nodes[m_nodes[c].Parent].ChildA == a) { m_nodes[m_nodes[c].Parent].ChildA = c; } else { m_nodes[m_nodes[c].Parent].ChildB = c; } } else { m_root = c; } // rotate if (m_nodes[f].Height > m_nodes[g].Height) { m_nodes[c].ChildB = f; m_nodes[a].ChildB = g; m_nodes[g].Parent = a; m_nodes[a].Bounds = Aabb.Union(m_nodes[b].Bounds, m_nodes[g].Bounds); m_nodes[c].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[f].Bounds); m_nodes[a].Height = 1 + Mathf.Max(m_nodes[b].Height, m_nodes[g].Height); m_nodes[c].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[f].Height); } else { m_nodes[c].ChildB = g; m_nodes[a].ChildB = f; m_nodes[f].Parent = a; m_nodes[a].Bounds = Aabb.Union(m_nodes[b].Bounds, m_nodes[f].Bounds); m_nodes[c].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[g].Bounds); m_nodes[a].Height = 1 + Mathf.Max(m_nodes[b].Height, m_nodes[f].Height); m_nodes[c].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[g].Height); } return c; } // rotate B up if (balance < -1) { int d = m_nodes[b].ChildA; int e = m_nodes[b].ChildB; // swap A and B m_nodes[b].ChildA = a; m_nodes[b].Parent = m_nodes[a].Parent; m_nodes[a].Parent = b; // A's old parent should point to B if (m_nodes[b].Parent != Null) { if (m_nodes[m_nodes[b].Parent].ChildA == a) { m_nodes[m_nodes[b].Parent].ChildA = b; } else { m_nodes[m_nodes[b].Parent].ChildB = b; } } else { m_root = b; } // rotate if (m_nodes[d].Height > m_nodes[e].Height) { m_nodes[b].ChildB = d; m_nodes[a].ChildA = e; m_nodes[e].Parent = a; m_nodes[a].Bounds = Aabb.Union(m_nodes[c].Bounds, m_nodes[e].Bounds); m_nodes[b].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[d].Bounds); m_nodes[a].Height = 1 + Mathf.Max(m_nodes[c].Height, m_nodes[e].Height); m_nodes[b].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[d].Height); } else { m_nodes[b].ChildB = e; m_nodes[a].ChildA = d; m_nodes[d].Parent = a; m_nodes[a].Bounds = Aabb.Union(m_nodes[c].Bounds, m_nodes[d].Bounds); m_nodes[b].Bounds = Aabb.Union(m_nodes[a].Bounds, m_nodes[e].Bounds); m_nodes[a].Height = 1 + Mathf.Max(m_nodes[c].Height, m_nodes[d].Height); m_nodes[b].Height = 1 + Mathf.Max(m_nodes[a].Height, m_nodes[e].Height); } return b; } return a; } public void DrwaGizmos(int isolateDepth = -1) { // TODO height is inverted depth #if UNITY_EDITOR if (m_root == Null) return; Color prevColor = Handles.color; int isolateHeight = m_nodes[m_root].Height - isolateDepth; var aNodeVisited = new bool[m_nodes.Length]; for (int i = 0; i < aNodeVisited.Length; ++i) aNodeVisited[i] = false; for (int i = 0; i < m_nodes.Length; ++i) { if (m_nodes[i].IsFree) continue; if (aNodeVisited[i]) continue; Aabb bounds = m_nodes[i].Bounds; if (isolateDepth >= 0) { if (m_nodes[i].Height != isolateHeight) continue; Gizmos.color = m_nodes[i].Height == isolateHeight - 1 ? Color.gray : Color.white; Handles.color = Color.gray; DebugDrawNode(m_nodes[i].Parent, false, true, false); DebugDrawLink(i, m_nodes[i].Parent); DebugDrawNode(m_nodes[i].ChildA, true, true, false); DebugDrawLink(i, m_nodes[i].ChildA); DebugDrawNode(m_nodes[i].ChildB, true, true, false); DebugDrawLink(i, m_nodes[i].ChildB); if (m_nodes[i].ChildA != Null) aNodeVisited[m_nodes[i].ChildA] = true; if (m_nodes[i].ChildB != Null) aNodeVisited[m_nodes[i].ChildB] = true; Handles.color = Color.white; DebugDrawNode(i, true, true, false); aNodeVisited[i] = true; continue; } Handles.color = Color.white; DebugDrawLink(i, m_nodes[i].Parent); DebugDrawNode(i, true, true, true); aNodeVisited[i] = true; } Gizmos.color = prevColor; #endif } #if UNITY_EDITOR private void DebugDrawLink(int from, int to) { if (from == Null || to == Null) return; Aabb fromBounds = m_nodes[from].Bounds; Aabb toBounds = m_nodes[to].Bounds; Handles.DrawLine(fromBounds.Center, toBounds.Center); } private void DebugDrawNode(int index, bool drawBounds, bool drawLabel, bool fullTreeMode) { if (index == Null) return; Aabb bounds = m_nodes[index].Bounds; if (drawBounds) { if (m_nodes[index].IsLeaf || !fullTreeMode) { Handles.DrawWireCube(bounds.Center, bounds.Extents); RayMarchedShape shape = m_nodes[index].UserData as RayMarchedShape; if (shape != null) { Aabb tightBounds = shape.Bounds; Color prevColor = Handles.color; Handles.color = new Color(prevColor.r, prevColor.g, prevColor.b, 0.3f); Handles.DrawWireCube(tightBounds.Center, tightBounds.Extents); Handles.color = prevColor; } } } Handles.SphereHandleCap(0, bounds.Center, Quaternion.identity, 0.05f, EventType.Repaint); if (drawLabel) { RayMarchedShape shape = m_nodes[index].UserData as RayMarchedShape; Handles.Label ( bounds.Center, "Node : " + index + (index == m_root ? " (root)" : "") + (m_nodes[index].IsLeaf ? " (Leaf)" : "") + "\nParent: " + m_nodes[index].Parent + "\nChildA: " + m_nodes[index].ChildA + "\nChildB: " + m_nodes[index].ChildB + "\nHeight: " + m_nodes[index].Height + (shape != null ? "\nShape : " + shape.ShapeIndex : "") ); } } #endif } ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/AabbTree.cs.meta ================================================ fileFormatVersion: 2 guid: 0a8a0dbeb130cbd4b8f67fca1fa2d462 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/GameObjectRayMarcher.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif [RequireComponent(typeof(Camera))] [ExecuteInEditMode] public class GameObjectRayMarcher : PostProcessingCompute { private static readonly int TileSize = 8; public enum HeatMapModeEnum { None, StepCountPerThread, StepCountPerTile, ShapeCountPerThread, ShapeCountPerTile, } [Header("Ray Marching")] public float BlendDistance = 0.5f; public Color BackgroundColor = new Color(0.0f, 0.07f, 0.15f); public Color MissColor = new Color(1.0f, 0.0f, 0.0f); [Range(1, 256)] public int MaxRaySteps = 128; public float RayHitThreshold = 0.005f; public float MaxRayDistance = 1000.0f; [Header("Bounding Volume Hierarchy")] [ConditionalField(Label = "Use BVH")] public bool UseBoundingVolumes = true; public bool DrawBoundingVolumes = false; [ConditionalField(Label = " Isolate BVH Depth", Min = -1, Max = 16)] public int IsolateBoundingVolumeDepth = -1; [ConditionalField(Label = "Test BVH Bounds Query")] public bool TestBvhBoundsQuery = false; [ConditionalField(Label = "Test BVH Ray Cast")] public bool TestBvhRayCast = false; [Header("Heat Map")] public HeatMapModeEnum HeatMapMode = HeatMapModeEnum.None; [ConditionalField("HeatMapMode", HeatMapModeEnum.StepCountPerThread, HeatMapModeEnum.StepCountPerTile, Min = 1, Max = 256)] public int MaxStepCountBudget = 64; [ConditionalField("HeatMapMode", HeatMapModeEnum.ShapeCountPerThread, HeatMapModeEnum.ShapeCountPerTile, Min = 1, Max = 64)] public int MaxShapeCountBudget = 16; public Color HeatColorCool = new Color(0.0f, 1.0f, 0.0f); public Color HeatColorMedium = new Color(1.0f, 1.0f, 0.0f); public Color HeatColorHot = new Color(1.0f, 0.0f, 0.0f); [Range(0.0f, 1.0f)] public float HeatAlpha = 0.5f; private struct ShaderConstants { public ICollection Kernels; public int MainKernel; public int StepCountKernelPerThread; public int StepCountKernelPerTile; public int ShapeCountKernelPerThread; public int ShapeCountKernelPerTile; public int Src; public int Dst; public int CameraInverseProjection; public int CameraToWorld; public int CameraPosition; public int ScreenSize; public int SdfShapes; public int NumSdfShapes; public int TempBuffer; public int BlendDistance; public int RayMarchParams; public int BackgroundColor; public int MissColor; public int UseAabbTree; public int AabbTree; public int AabbTreeRoot; public int HeatMap; public int HeatColorCool; public int HeatColorMedium; public int HeatColorHot; public int HeatAlpha; public int MaxCountBudget; } private ShaderConstants m_const; private ComputeBuffer m_shapes; private RenderTexture m_tempBuffer; private ComputeBuffer m_aabbTree; private RenderTexture m_heatMap; protected override void OnValidate() { base.OnValidate(); BlendDistance = Mathf.Max(0.0f, BlendDistance); RayHitThreshold = Mathf.Max(0.0f, RayHitThreshold); MaxRayDistance = Mathf.Max(0.0f, MaxRayDistance); IsolateBoundingVolumeDepth = Mathf.Max(-1, IsolateBoundingVolumeDepth); } protected override void Init(ComputeShader compute) { InitShaderConstants(); } private void InitShaderConstants() { m_const.Kernels = new int[] { m_const.MainKernel = Compute.FindKernel("Main"), m_const.StepCountKernelPerThread = Compute.FindKernel("StepCountPerThread"), m_const.StepCountKernelPerTile = Compute.FindKernel("StepCountPerTile"), m_const.ShapeCountKernelPerThread = Compute.FindKernel("ShapeCountPerThread"), m_const.ShapeCountKernelPerTile = Compute.FindKernel("ShapeCountPerTile"), }; m_const.Src = Shader.PropertyToID("src"); m_const.Dst = Shader.PropertyToID("dst"); m_const.CameraInverseProjection = Shader.PropertyToID("cameraInvProj"); m_const.CameraToWorld = Shader.PropertyToID("cameraToWorld"); m_const.CameraPosition = Shader.PropertyToID("cameraPos"); m_const.ScreenSize = Shader.PropertyToID("screenSize"); m_const.SdfShapes = Shader.PropertyToID("aSdfShape"); m_const.NumSdfShapes = Shader.PropertyToID("numSdfShapes"); m_const.TempBuffer = Shader.PropertyToID("tempBuffer"); m_const.RayMarchParams = Shader.PropertyToID("rayMarchParams"); m_const.BlendDistance = Shader.PropertyToID("blendDist"); m_const.BackgroundColor = Shader.PropertyToID("backgroundColor"); m_const.MissColor = Shader.PropertyToID("missColor"); m_const.UseAabbTree = Shader.PropertyToID("useAabbTree"); m_const.AabbTree = Shader.PropertyToID("aabbTree"); m_const.AabbTreeRoot = Shader.PropertyToID("aabbTreeRoot"); m_const.HeatMap = Shader.PropertyToID("heatMap"); m_const.HeatColorCool = Shader.PropertyToID("heatColorCool"); m_const.HeatColorMedium = Shader.PropertyToID("heatColorMedium"); m_const.HeatColorHot = Shader.PropertyToID("heatColorHot"); m_const.HeatAlpha = Shader.PropertyToID("heatAlpha"); m_const.MaxCountBudget = Shader.PropertyToID("maxCountBudget"); } protected override void Dispose(ComputeShader compute) { if (m_shapes != null) { m_shapes.Dispose(); m_shapes = null; } if (m_heatMap != null) { DestroyImmediate(m_heatMap); m_heatMap = null; } } protected override void OnPreRenderImage(ComputeShader compute, RenderTexture src, RenderTexture dst) { // validate SDF shapes buffer var sdfShapes = RayMarchedShape.GetShapes(); int numShapes = sdfShapes.Count; if (m_shapes == null || m_shapes.count != numShapes) { if (m_shapes != null) { m_shapes.Dispose(); m_shapes = null; } m_shapes = new ComputeBuffer(Mathf.Max(1, numShapes), SdfShape.Stride); } // validate SDF temp buffer if (m_tempBuffer == null || m_tempBuffer.width != src.width || m_tempBuffer.height != src.height) { if (m_tempBuffer != null) { DestroyImmediate(m_tempBuffer); m_tempBuffer = null; } m_tempBuffer = new RenderTexture(src.width, src.height, 0, RenderTextureFormat.ARGBFloat); m_tempBuffer.enableRandomWrite = true; m_tempBuffer.Create(); } // validate AABB tree buffer if (m_aabbTree == null || m_aabbTree.count != RayMarchedShape.AabbTreeCapacity) { if (m_aabbTree != null) { m_aabbTree.Dispose(); m_aabbTree = null; } m_aabbTree = new ComputeBuffer(RayMarchedShape.AabbTreeCapacity, AabbTree.NodePod.Stride); } // validate heat map buffer if (m_heatMap == null || m_heatMap.width != src.width || m_heatMap.height != src.height) { if (m_heatMap != null) { DestroyImmediate(m_heatMap); m_heatMap = null; } m_heatMap = new RenderTexture(src.width, src.height, 0, RenderTextureFormat.RFloat); m_heatMap.enableRandomWrite = true; m_heatMap.Create(); } // fill buffers m_shapes.SetData(sdfShapes); RayMarchedShape.FillAabbTree(m_aabbTree, AabbTree.FatBoundsRadius - BlendDistance); if (m_const.Kernels == null) { InitShaderConstants(); } foreach (int kernel in m_const.Kernels) { compute.SetTexture(kernel, m_const.Src, src); compute.SetTexture(kernel, m_const.Dst, dst); compute.SetBuffer(kernel, m_const.SdfShapes, m_shapes); compute.SetTexture(kernel, m_const.TempBuffer, m_tempBuffer); compute.SetBuffer(kernel, m_const.AabbTree, m_aabbTree); compute.SetTexture(kernel, m_const.HeatMap, m_heatMap); } var camera = GetComponent(); compute.SetMatrix(m_const.CameraInverseProjection, camera.projectionMatrix.inverse); compute.SetMatrix(m_const.CameraToWorld, camera.cameraToWorldMatrix); compute.SetVector(m_const.CameraPosition, camera.transform.position); compute.SetInts(m_const.ScreenSize, new int[] { camera.pixelWidth, camera.pixelHeight }); compute.SetInt(m_const.NumSdfShapes, numShapes); compute.SetVector(m_const.RayMarchParams, new Vector4(MaxRaySteps, RayHitThreshold, MaxRayDistance, Time.time)); compute.SetFloat(m_const.BlendDistance, BlendDistance); compute.SetVector(m_const.BackgroundColor, new Vector4(BackgroundColor.r, BackgroundColor.g, BackgroundColor.b, BackgroundColor.a)); compute.SetVector(m_const.MissColor, new Vector4(MissColor.r, MissColor.g, MissColor.b, MissColor.a)); compute.SetBool(m_const.UseAabbTree, UseBoundingVolumes); compute.SetInt(m_const.AabbTreeRoot, RayMarchedShape.AabbTreeRoot); compute.SetVector(m_const.HeatColorCool, new Vector4(HeatColorCool.r, HeatColorCool.g, HeatColorCool.b, HeatColorCool.a)); compute.SetVector(m_const.HeatColorMedium, new Vector4(HeatColorMedium.r, HeatColorMedium.g, HeatColorMedium.b, HeatColorMedium.a)); compute.SetVector(m_const.HeatColorHot, new Vector4(HeatColorHot.r, HeatColorHot.g, HeatColorHot.b, HeatColorHot.a)); compute.SetFloat(m_const.HeatAlpha, HeatAlpha); } protected override void Dispatch(ComputeShader compute, RenderTexture src, RenderTexture dst) { var camera = GetComponent(); int threadGroupSizeX = (camera.pixelWidth + TileSize - 1) / TileSize; int threadGroupSizeY = (camera.pixelHeight + TileSize - 1) / TileSize; compute.Dispatch(m_const.MainKernel, threadGroupSizeX, threadGroupSizeY, 1); switch (HeatMapMode) { case HeatMapModeEnum.StepCountPerThread: compute.SetInt(m_const.MaxCountBudget, MaxStepCountBudget); compute.Dispatch(m_const.StepCountKernelPerThread, threadGroupSizeX, threadGroupSizeY, 1); break; case HeatMapModeEnum.StepCountPerTile: compute.SetInt(m_const.MaxCountBudget, MaxStepCountBudget); compute.Dispatch(m_const.StepCountKernelPerTile, threadGroupSizeX, threadGroupSizeY, 1); break; case HeatMapModeEnum.ShapeCountPerThread: compute.SetInt(m_const.MaxCountBudget, MaxShapeCountBudget); compute.Dispatch(m_const.ShapeCountKernelPerThread, threadGroupSizeX, threadGroupSizeY, 1); break; case HeatMapModeEnum.ShapeCountPerTile: compute.SetInt(m_const.MaxCountBudget, MaxShapeCountBudget); compute.Dispatch(m_const.ShapeCountKernelPerTile, threadGroupSizeX, threadGroupSizeY, 1); break; } } private void OnDrawGizmos() { #if UNITY_EDITOR var camera = GetComponent(); if (DrawBoundingVolumes) { RayMarchedShape.DrawBoundingVolumeHierarchyGizmos(IsolateBoundingVolumeDepth); } if (TestBvhBoundsQuery) { Color prevColor = Handles.color; Aabb queryBounds = new Aabb ( camera.transform.position - 0.5f * Vector3.one, camera.transform.position + 0.5f * Vector3.one ); Handles.color = Color.yellow; Handles.DrawWireCube(queryBounds.Center, queryBounds.Extents); Handles.color = new Color(1.0f, 1.0f, 0.0f, 0.5f); RayMarchedShape.Query ( queryBounds, (RayMarchedShape shape) => { Handles.DrawWireCube(shape.Bounds.Center, shape.Bounds.Extents); return true; } ); Handles.color = prevColor; } if (TestBvhRayCast) { Color prevColor = Handles.color; Vector3 cameraFrom = camera.transform.position; Vector3 cameraTo = cameraFrom + 10.0f * camera.transform.forward; Handles.color = Color.yellow; Handles.DrawLine(cameraFrom, cameraTo); Handles.color = new Color(1.0f, 1.0f, 0.0f, 0.5f); RayMarchedShape.RayCast ( cameraFrom, cameraTo, (Vector3 from, Vector3 to, RayMarchedShape shape) => { Handles.DrawWireCube(shape.Bounds.Center, shape.Bounds.Extents); return 1.0f; } ); Handles.color = prevColor; } #endif } } ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/GameObjectRayMarcher.cs.meta ================================================ fileFormatVersion: 2 guid: b9b8e551071a17b47a40a329dd62c816 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: - Compute: {fileID: 7200000, guid: 047befc0d8dd6384fae6798d673887f4, type: 3} executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedShape.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using System.Collections.Generic; using UnityEngine; [ExecuteInEditMode] public class RayMarchedShape : MonoBehaviour { private static AabbTree s_tree = new AabbTree(); private static List s_shapeComponents = new List(); private static List s_sdfShapes = new List(); public static List GetShapes() { if (s_sdfShapes.Capacity < s_shapeComponents.Count) { s_sdfShapes.Capacity = s_shapeComponents.Count; } s_sdfShapes.Clear(); foreach (var s in s_shapeComponents) { var sdfShape = s.Shape; sdfShape.Operator = (int) s.Operator; s_sdfShapes.Add(sdfShape); } return s_sdfShapes; } public static void Query(Aabb bounds, AabbTree.QueryCallbcak callback) { s_tree.Query(bounds, callback); } public static void RayCast(Vector3 from, Vector3 to, AabbTree.RayCastCallback callback) { s_tree.RayCast(from, to, callback); } public static int AabbTreeCapacity { get { return s_tree.Capacity; } } public static int AabbTreeRoot { get { return s_tree.Root; } } public static int FillAabbTree(ComputeBuffer buffer, float aabbTightenRadius = 0.0f) { SyncBounds(); int root = s_tree.Fill(buffer, aabbTightenRadius); return root; } public static void SyncBounds() { foreach (var s in s_shapeComponents) { s_tree.UpdateProxy(s.m_iProxy, s.Bounds); } } public static void DrawBoundingVolumeHierarchyGizmos(int isolateDepth = -1) { SyncBounds(); s_tree.DrwaGizmos(isolateDepth); } public enum OperatorEnum { Union, Subtraction, Intersection } public OperatorEnum Operator = OperatorEnum.Union; private int m_shapeIndex = -1; private int m_iProxy = AabbTree.Null; public int ShapeIndex { get { return m_shapeIndex; } } private void OnEnable() { m_shapeIndex = s_shapeComponents.Count; s_shapeComponents.Add(this); m_iProxy = s_tree.CreateProxy(Bounds, this); } private void OnDisable() { s_shapeComponents[m_shapeIndex] = s_shapeComponents[s_shapeComponents.Count - 1]; s_shapeComponents[m_shapeIndex].m_shapeIndex = m_shapeIndex; s_shapeComponents.RemoveAt(s_shapeComponents.Count - 1); m_shapeIndex = -1; s_tree.DestroyProxy(m_iProxy); m_iProxy = AabbTree.Null; } protected virtual void OnValidate() { } protected virtual SdfShape Shape { get { return SdfShape.Dummy(); } } public virtual Aabb Bounds { get { return Aabb.Empty; } } } ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedShape.cs.meta ================================================ fileFormatVersion: 2 guid: b1e03a64795bff742a82a78ad0c2487f MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedSphere.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; [ExecuteInEditMode] public class RayMarchedSphere : RayMarchedShape { public float Radius = 0.5f; protected override SdfShape Shape { get { return SdfShape.Sphere(transform.position, Radius); } } public override Aabb Bounds { get { return new Aabb ( transform.position - Radius * Vector3.one, transform.position + Radius * Vector3.one ); } } protected override void OnValidate() { base.OnValidate(); Radius = Mathf.Max(0.0f, Radius); } } ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/RayMarchedSphere.cs.meta ================================================ fileFormatVersion: 2 guid: b1916e7949e870644986a29ca93f913c MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/SdfShape.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using System.Runtime.InteropServices; using UnityEngine; [StructLayout(LayoutKind.Sequential, Pack = 0)] public struct SdfShape { public static readonly int Stride = 4 * sizeof(int) + 12 * sizeof(float); public enum TypeEnum { Sphere, Box, Capsule, Cylinder, } public int Type; public int Operator; public int Padding1; public int Padding2; public Vector4 Data0; public Vector4 Data1; public Vector4 Data2; private static void WarningSuppression() { SdfShape shape; shape.Type = shape.Padding2 = 0; shape.Padding2 = shape.Type = 0; } public static SdfShape Dummy() { SdfShape shape; shape.Type = 0; shape.Operator = 0; shape.Padding1 = 0; shape.Padding2 = 0; shape.Data0 = Vector4.zero; shape.Data1 = Vector4.zero; shape.Data2 = Vector4.zero; return shape; } public static SdfShape Sphere(Vector3 center, float radius) { SdfShape shape; shape.Type = 0; shape.Operator = shape.Padding1 = shape.Padding2 = 0; shape.Data0 = new Vector4(center.x, center.y, center.z, radius); shape.Data1 = Vector4.zero; shape.Data2 = Vector4.zero; return shape; } public static SdfShape Box(Vector3 center, Vector3 halfExtents, Quaternion rotation, float radius = 0.0f) { SdfShape shape; shape.Type = 1; shape.Operator = shape.Padding1 = shape.Padding2 = 0; shape.Data0 = new Vector4(center.x, center.y, center.z, radius); shape.Data1 = new Vector4(halfExtents.x, halfExtents.y, halfExtents.z); shape.Data2 = new Vector4(rotation.x, rotation.y, rotation.z, rotation.w); return shape; } public static SdfShape Capsule(Vector3 a, Vector3 b, float radius) { SdfShape shape; shape.Type = 2; shape.Operator = shape.Padding1 = shape.Padding2 = 0; shape.Data0 = new Vector4(a.x, a.y, a.z, radius); shape.Data1 = new Vector4(b.x, b.y, b.z); shape.Data2 = Vector4.zero; return shape; } public static SdfShape Cylinder(Vector3 a, Vector3 b, float radius) { SdfShape shape; shape.Type = 3; shape.Operator = shape.Padding1 = shape.Padding2 = 0; shape.Data0 = new Vector4(a.x, a.y, a.z, radius); shape.Data1 = new Vector4(b.x, b.y, b.z); shape.Data2 = Vector4.zero; return shape; } } ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching/SdfShape.cs.meta ================================================ fileFormatVersion: 2 guid: d871bab018e391e4dbb1a2eff56dba5d MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Ray Marching.meta ================================================ fileFormatVersion: 2 guid: bef8deda301ea2f468d4a2de50868c77 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttribute.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Modified from project "MyBox" by Andrew Rumak. License : Copyright (C) 2018 Andrew Rumak. Distributed under the MIT License. See LICENSE file. https://github.com/Deadcows/MyBox */ /******************************************************************************/ using System; using UnityEngine; [AttributeUsage(AttributeTargets.Field)] public class ConditionalFieldAttribute : PropertyAttribute { public bool ShowRange { get { return Min != Max; } } public string PropertyToCheck; public object CompareValue; public object CompareValue2; public object CompareValue3; public object CompareValue4; public object CompareValue5; public object CompareValue6; public string Label; public string Tooltip; public float Min; public float Max; public ConditionalFieldAttribute ( string propertyToCheck = null, object compareValue = null, object compareValue2 = null, object compareValue3 = null, object compareValue4 = null, object compareValue5 = null, object compareValue6 = null ) { PropertyToCheck = propertyToCheck; CompareValue = compareValue; CompareValue2 = compareValue2; CompareValue3 = compareValue3; CompareValue4 = compareValue4; CompareValue5 = compareValue5; CompareValue6 = compareValue6; Label = ""; Tooltip = ""; Min = 0.0f; Max = 0.0f; } } ================================================ FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: 818a0fa987056af47b5b73549bd92298 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttributeDrawer.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Modified from project "MyBox" by Andrew Rumak. License : Copyright (C) 2018 Andrew Rumak. Distributed under the MIT License. See LICENSE file. https://github.com/Deadcows/MyBox */ /******************************************************************************/ #if UNITY_EDITOR using System; using UnityEngine; using UnityEditor; [CustomPropertyDrawer(typeof(ConditionalFieldAttribute))] public class ConditionalFieldAttributeDrawer : PropertyDrawer { public static string AsStringValue(SerializedProperty property) { switch (property.propertyType) { case SerializedPropertyType.String: return property.stringValue; case SerializedPropertyType.Character: case SerializedPropertyType.Integer: if (property.type == "char") return System.Convert.ToChar(property.intValue).ToString(); return property.intValue.ToString(); case SerializedPropertyType.ObjectReference: return property.objectReferenceValue != null ? property.objectReferenceValue.ToString() : "null"; case SerializedPropertyType.Boolean: return property.boolValue.ToString(); case SerializedPropertyType.Enum: return property.enumNames[property.enumValueIndex]; default: return string.Empty; } } private ConditionalFieldAttribute Attribute { get { return _attribute ?? (_attribute = attribute as ConditionalFieldAttribute); } } private string PropertyToCheck { get { return Attribute != null ? _attribute.PropertyToCheck : null; } } private object CompareValue { get { return Attribute != null ? _attribute.CompareValue : null; } } private object CompareValue2 { get { return Attribute != null ? _attribute.CompareValue2 : null; } } private object CompareValue3 { get { return Attribute != null ? _attribute.CompareValue3 : null; } } private object CompareValue4 { get { return Attribute != null ? _attribute.CompareValue4 : null; } } private object CompareValue5 { get { return Attribute != null ? _attribute.CompareValue5 : null; } } private object CompareValue6 { get { return Attribute != null ? _attribute.CompareValue6 : null; } } private ConditionalFieldAttribute _attribute; private bool ShouldShow(SerializedProperty property) { if (PropertyToCheck != null && !PropertyToCheck.Equals("")) { var conditionProperty = FindPropertyRelative(property, PropertyToCheck); if (conditionProperty != null) { var aCompVal = new object[] { CompareValue, CompareValue2, CompareValue3, CompareValue4, CompareValue5, CompareValue6, }; bool matched = false; foreach (object compVal in aCompVal) { if (compVal == null) continue; bool isBoolMatch = conditionProperty.propertyType == SerializedPropertyType.Boolean && conditionProperty.boolValue; string compareStringValue = compVal != null ? compVal.ToString().ToUpper() : "NULL"; if (isBoolMatch && compareStringValue == "FALSE") isBoolMatch = false; string conditionPropertyStringValue = AsStringValue(conditionProperty).ToUpper(); bool objectMatch = compareStringValue == conditionPropertyStringValue; if (!isBoolMatch && !objectMatch) continue; matched = true; break; } if (!matched) { return false; } } } return true; } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return ShouldShow(property) ? EditorGUI.GetPropertyHeight(property) : 0.0f; } // TODO: Skip array fields public override void OnGUI(Rect position, SerializedProperty property, GUIContent content) { if (!ShouldShow(property)) return; if (!Attribute.Label.Equals("")) content.text = Attribute.Label; if (!Attribute.Tooltip.Equals("")) content.tooltip = Attribute.Tooltip; if (Attribute.ShowRange) { if (property.propertyType == SerializedPropertyType.Float) EditorGUI.Slider(position, property, Attribute.Min, Attribute.Max, content); else if (property.propertyType == SerializedPropertyType.Integer) EditorGUI.IntSlider(position, property, Convert.ToInt32(Attribute.Min), Convert.ToInt32(Attribute.Max), content); else EditorGUI.LabelField(position, content.text, "Use Range with float or int."); } else { EditorGUI.PropertyField(position, property, content); } } private SerializedProperty FindPropertyRelative(SerializedProperty property, string toGet) { if (property.depth == 0) return property.serializedObject.FindProperty(toGet); var path = property.propertyPath.Replace(".Array.data[", "["); var elements = path.Split('.'); SerializedProperty parent = null; for (int i = 0; i < elements.Length - 1; i++) { var element = elements[i]; int index = -1; if (element.Contains("[")) { index = Convert.ToInt32(element.Substring(element.IndexOf("[", StringComparison.Ordinal)).Replace("[", "").Replace("]", "")); element = element.Substring(0, element.IndexOf("[", StringComparison.Ordinal)); } parent = i == 0 ? property.serializedObject.FindProperty(element) : parent.FindPropertyRelative(element); if (index >= 0) parent = parent.GetArrayElementAtIndex(index); } return parent.FindPropertyRelative(toGet); } } #endif ================================================ FILE: unity-ray-marching/Assets/Script/Util/ConditionalFieldAttributeDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: c5d203bfa2c42624e8fef2207b690de1 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util/MathUtil.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; public class MathUtil { public static readonly float Pi = Mathf.PI; public static readonly float TwoPi = 2.0f * Mathf.PI; public static readonly float HalfPi = Mathf.PI / 2.0f; public static readonly float ThirdPi = Mathf.PI / 3.0f; public static readonly float QuarterPi = Mathf.PI / 4.0f; public static readonly float FifthPi = Mathf.PI / 5.0f; public static readonly float SixthPi = Mathf.PI / 6.0f; public static readonly float Sqrt2 = Mathf.Sqrt(2.0f); public static readonly float Sqrt2Inv = 1.0f / Mathf.Sqrt(2.0f); public static readonly float Sqrt3 = Mathf.Sqrt(3.0f); public static readonly float Sqrt3Inv = 1.0f / Mathf.Sqrt(3.0f); public static readonly float Epsilon = 1.0e-9f; public static readonly float EpsilonComp = 1.0f - Epsilon; public static readonly float Rad2Deg = 180.0f / Mathf.PI; public static readonly float Deg2Rad = Mathf.PI / 180.0f; public static float AsinSafe(float x) { return Mathf.Asin(Mathf.Clamp(x, -1.0f, 1.0f)); } public static float AcosSafe(float x) { return Mathf.Acos(Mathf.Clamp(x, -1.0f, 1.0f)); } public static float CatmullRom(float p0, float p1, float p2, float p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } } ================================================ FILE: unity-ray-marching/Assets/Script/Util/MathUtil.cs.meta ================================================ fileFormatVersion: 2 guid: 2be06966b82829644aeea34af59922ab MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util/QuaternionUtil.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; public class QuaternionUtil { // basic stuff // ------------------------------------------------------------------------ public static float Magnitude(Quaternion q) { return Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w); } public static float MagnitudeSqr(Quaternion q) { return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w; } public static Quaternion Normalize(Quaternion q) { float magInv = 1.0f / Magnitude(q); return new Quaternion(magInv * q.x, magInv * q.y, magInv * q.z, magInv * q.w); } public static Quaternion AngularVector(Vector3 v) { float len = v.magnitude; if (len < MathUtil.Epsilon) return Quaternion.identity; v /= len; float h = 0.5f * len; float s = Mathf.Sin(h); float c = Mathf.Cos(h); return new Quaternion(s * v.x, s * v.y, s * v.z, c); } // axis must be normalized public static Quaternion AxisAngle(Vector3 axis, float angle) { float h = 0.5f * angle; float s = Mathf.Sin(h); float c = Mathf.Cos(h); return new Quaternion(s * axis.x, s * axis.y, s * axis.z, c); } public static Vector3 GetAxis(Quaternion q) { Vector3 v = new Vector3(q.x, q.y, q.z); float len = v.magnitude; if (len < MathUtil.Epsilon) return Vector3.left; return v / len; } public static float GetAngle(Quaternion q) { return 2.0f * Mathf.Acos(Mathf.Clamp(q.w, -1.0f, 1.0f)); } public static Quaternion Pow(Quaternion q, float exp) { Vector3 axis = GetAxis(q); float angle = GetAngle(q); return AxisAngle(axis, angle * exp); } // v: derivative of q public static Quaternion Integrate(Quaternion q, Quaternion v, float dt) { return Pow(v, dt) * q; } // omega: angular velocity (direction is axis, magnitude is angle) // https://www.ashwinnarayan.com/post/how-to-integrate-quaternions/ // https://gafferongames.com/post/physics_in_3d/ public static Quaternion Integrate(Quaternion q, Vector3 omega, float dt) { omega *= 0.5f; Quaternion p = (new Quaternion(omega.x, omega.y, omega.z, 0.0f)) * q; return Normalize(new Quaternion(q.x + p.x * dt, q.y + p.y * dt, q.z + p.z * dt, q.w + p.w * dt)); } public static Vector4 ToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } public static Quaternion FromVector4(Vector4 v, bool normalize = true) { if (normalize) { float magSqr = v.sqrMagnitude; if (magSqr < MathUtil.Epsilon) return Quaternion.identity; v /= Mathf.Sqrt(magSqr); } return new Quaternion(v.x, v.y, v.z, v.w); } // ------------------------------------------------------------------------ // end: basic stuff // swing-twist decomposition & interpolation // ------------------------------------------------------------------------ public static void DecomposeSwingTwist ( Quaternion q, Vector3 twistAxis, out Quaternion swing, out Quaternion twist ) { Vector3 r = new Vector3(q.x, q.y, q.z); // (rotaiton axis) * cos(angle / 2) // singularity: rotation by 180 degree if (r.sqrMagnitude < MathUtil.Epsilon) { Vector3 rotatedTwistAxis = q * twistAxis; Vector3 swingAxis = Vector3.Cross(twistAxis, rotatedTwistAxis); if (swingAxis.sqrMagnitude > MathUtil.Epsilon) { float swingAngle = Vector3.Angle(twistAxis, rotatedTwistAxis); swing = Quaternion.AngleAxis(swingAngle, swingAxis); } else { // more singularity: rotation axis parallel to twist axis swing = Quaternion.identity; // no swing } // always twist 180 degree on singularity twist = Quaternion.AngleAxis(180.0f, twistAxis); return; } // formula & proof: // http://www.euclideanspace.com/maths/geometry/rotations/for/decomposition/ Vector3 p = Vector3.Project(r, twistAxis); twist = new Quaternion(p.x, p.y, p.z, q.w); twist = Normalize(twist); swing = q * Quaternion.Inverse(twist); } public enum SterpMode { // non-constant angular velocity, faster // use if interpolating across small angles or constant angular velocity is not important Nlerp, // constant angular velocity, slower // use if interpolating across large angles and constant angular velocity is important Slerp, }; // same swing & twist parameters public static Quaternion Sterp ( Quaternion a, Quaternion b, Vector3 twistAxis, float t, SterpMode mode = SterpMode.Slerp ) { Quaternion swing; Quaternion twist; return Sterp(a, b, twistAxis, t, out swing, out twist, mode); } // same swing & twist parameters with individual interpolated swing & twist outputs public static Quaternion Sterp ( Quaternion a, Quaternion b, Vector3 twistAxis, float t, out Quaternion swing, out Quaternion twist, SterpMode mode = SterpMode.Slerp ) { return Sterp(a, b, twistAxis, t, t, out swing, out twist, mode); } // different swing & twist parameters public static Quaternion Sterp ( Quaternion a, Quaternion b, Vector3 twistAxis, float tSwing, float tTwist, SterpMode mode = SterpMode.Slerp ) { Quaternion swing; Quaternion twist; return Sterp(a, b, twistAxis, tSwing, tTwist, out swing, out twist, mode); } // master sterp function public static Quaternion Sterp ( Quaternion a, Quaternion b, Vector3 twistAxis, float tSwing, float tTwist, out Quaternion swing, out Quaternion twist, SterpMode mode ) { Quaternion q = b * Quaternion.Inverse(a); Quaternion swingFull; Quaternion twistFull; QuaternionUtil.DecomposeSwingTwist(q, twistAxis, out swingFull, out twistFull); switch (mode) { default: case SterpMode.Nlerp: swing = Quaternion.Lerp(Quaternion.identity, swingFull, tSwing); twist = Quaternion.Lerp(Quaternion.identity, twistFull, tTwist); break; case SterpMode.Slerp: swing = Quaternion.Slerp(Quaternion.identity, swingFull, tSwing); twist = Quaternion.Slerp(Quaternion.identity, twistFull, tTwist); break; } return twist * swing; } // ------------------------------------------------------------------------ // end: swing-twist decomposition & interpolation } ================================================ FILE: unity-ray-marching/Assets/Script/Util/QuaternionUtil.cs.meta ================================================ fileFormatVersion: 2 guid: 7a2b208716778704fbe087c0565379bb MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util/VectorUtil.cs ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ using UnityEngine; public class VectorUtil { public static Vector3 Rotate2D(Vector3 v, float deg) { Vector3 results = v; float cos = Mathf.Cos(MathUtil.Deg2Rad * deg); float sin = Mathf.Sin(MathUtil.Deg2Rad * deg); results.x = cos * v.x - sin * v.y; results.y = sin * v.x + cos * v.y; return results; } public static Vector3 NormalizeSafe(Vector3 v, Vector3 fallback) { return v.sqrMagnitude > MathUtil.Epsilon ? v.normalized : fallback; } // Returns a vector orthogonal to given vector. // If the given vector is a unit vector, the returned vector will also be a unit vector. public static Vector3 FindOrthogonal(Vector3 v) { if (v.x >= MathUtil.Sqrt3Inv) return new Vector3(v.y, -v.x, 0.0f); else return new Vector3(0.0f, v.z, -v.y); } // Yields two extra vectors that form an orthogonal basis with the given vector. // If the given vector is a unit vector, the returned vectors will also be unit vectors. public static void FormOrthogonalBasis(Vector3 v, out Vector3 a, out Vector3 b) { a = FindOrthogonal(v); b = Vector3.Cross(a, v); } // Both vectors must be unit vectors. public static Vector3 Slerp(Vector3 a, Vector3 b, float t) { float dot = Vector3.Dot(a, b); if (dot > 0.99999f) { // singularity: two vectors point in the same direction return Vector3.Lerp(a, b, t); } else if (dot < -0.99999f) { // singularity: two vectors point in the opposite direction Vector3 axis = FindOrthogonal(a); return Quaternion.AngleAxis(180.0f * t, axis) * a; } float rad = MathUtil.AcosSafe(dot); return (Mathf.Sin((1.0f - t) * rad) * a + Mathf.Sin(t * rad) * b) / Mathf.Sin(rad); } public static Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } public static Vector3 Abs(Vector3 v) { return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); } public static Vector3 Min(Vector3 a, Vector3 b) { return new Vector3(Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y), Mathf.Min(a.z, b.z)); } public static Vector3 Max(Vector3 a, Vector3 b) { return new Vector3(Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y), Mathf.Max(a.z, b.z)); } public static float GetComopnent(Vector3 v, int i) { switch (i) { case 0: return v.x; case 1: return v.y; case 2: return v.z; } return float.MinValue; } } ================================================ FILE: unity-ray-marching/Assets/Script/Util/VectorUtil.cs.meta ================================================ fileFormatVersion: 2 guid: 746b9536107568b4b8f3748a67cfe4a7 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script/Util.meta ================================================ fileFormatVersion: 2 guid: 42808b11ec400f34db1f71436cb70e31 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Script.meta ================================================ fileFormatVersion: 2 guid: 2460c116f61f3174e92f093527e6d3a1 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math/CatmullRom.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_CATMULL_ROM #define RAY_MARCHING_CATMULL_ROM inline float catmullRom(float p0, float p1, float p2, float p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } inline float2 catmullRom(float2 p0, float2 p1, float2 p2, float2 p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } inline float3 catmullRom(float3 p0, float3 p1, float3 p2, float3 p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } inline float4 catmullRom(float4 p0, float4 p1, float4 p2, float4 p3, float t) { float tt = t * t; return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * tt + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * tt * t ); } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Math/CatmullRom.cginc.meta ================================================ fileFormatVersion: 2 guid: 8faf7cc0acb5fcb4f8f2344c07918c16 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Color.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_COLOR #define RAY_MARCHING_COLOR float3 hsv2rgb(float3 hsv) { hsv.x = hsv.x - floor(hsv.x); int h = ((int) (hsv.x * 6)); float f = hsv.x * 6.0 - h; float p = hsv.z * (1.0 - hsv.y); float q = hsv.z * (1.0 - f * hsv.y); float t = hsv.z * (1.0 - (1.0 - f) * hsv.y); switch (h) { default: case 0: return float3(hsv.z, t, p); case 1: return float3(q, hsv.z, p); case 2: return float3(p, hsv.z, t); case 3: return float3(p, q, hsv.z); case 4: return float3(t, p, hsv.z); case 5: return float3(hsv.z, p, q); } } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Color.cginc.meta ================================================ fileFormatVersion: 2 guid: d29168bdf7611fb43ae31c32f099264e ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Math.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_MATH #define RAY_MARCHING_MATH #define kPi (3.1415926535) #define kTwoPi (6.2831853071) #define kHalfPi (1.5707963267) #define kThirdPi (1.0471975511) #define kQuarterPi (0.7853981633) #define kFifthPi (0.6283185307) #define kSixthPi (0.5235987755) #define kSqrt2 (1.4142135623) #define kSqrt3 (1.7320508075) #define kSqrt2Inv (0.7071067811) #define kSqrt3Inv (0.5773502691) #define kEpsilon (1e-16f) #define kEpsilonComp (1.0f - kEpsilon) #define kRad2Deg (57.295779513) #define kDeg2Rad (0.0174532925) #include "Color.cginc" #include "Vector.cginc" #include "Quaternion.cginc" #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Math.cginc.meta ================================================ fileFormatVersion: 2 guid: cbc2d2d27ca839e4a9a2e5662fd714ad ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Quaternion.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_QUATERNION #define RAY_MARCHING_QUATERNION #include "Math.cginc" #include "Vector.cginc" #define kQuatIdentity (float4(0.0f, 0.0f, 0.0f, 1.0f)) inline float4 quat_conj(float4 q) { return float4(-q.xyz, q.w); } inline float4 quat_inv(float4 q) { return quat_conj(q); } // q must be unit quaternion inline float4 quat_pow(float4 q, float p) { float r = length(q.xyz); if (r < kEpsilon) return kQuatIdentity; float t = p * atan2(q.w, r); return float4(sin(t) * q.xyz / r, cos(t)); } inline float3 quat_rot(float4 q, float3 v) { return dot(q.xyz, v) * q.xyz + q.w * q.w * v + 2.0 * q.w * cross(q.xyz, v) - cross(cross(q.xyz, v), q.xyz); } inline float4 quat_axis_angle(float3 v, float a) { float h = 0.5 * a; return float4(sin(h) * normalize(v), cos(h)); } inline float4 quat_from_to(float3 from, float3 to) { float3 c = cross(from, to); float cc = dot(c, c); if (cc < kEpsilon) return kQuatIdentity; float3 axis = c / sqrt(cc); float angle = acos(clamp(dot(from, to), -1.0f, 1.0f)); return quat_axis_angle(axis, angle); } inline float3 quat_get_axis(float4 q) { float d = dot(q.xyz, q.xyz); return d > kEpsilon ? q.xyz / sqrt(d) : float3(0.0f, 0.0f, 1.0f); } inline float3 quat_get_angle(float4 q) { return 2.0f * acos(clamp(q.w, -1.0f, 1.0f)); } inline float4 quat_mul(float4 q1, float4 q2) { return float4 ( q1.w * q2.xyz + q2.w * q1.xyz + cross(q1.xyz, q2.xyz), q1.w * q2.w - dot(q1.xyz, q2.xyz) ); } inline float4 quat_mat(float3x3 m) { float tr = m._m00 + m._m11 + m._m22; if (tr > 0.0f) { float s = sqrt(tr + 1.0f) * 2.0f; float sInv = 1.0f / s; return float4 ( (m._m21 - m._m12) * sInv, (m._m02 - m._m20) * sInv, (m._m10 - m._m01) * sInv, 0.25 * s ); } else if ((m._m00 > m._m11) && (m._m00 > m._m22)) { float s = sqrt(1.0f + m._m00 - m._m11 - m._m22) * 2.0f; float sInv = 1.0f / s; return float4 ( 0.25f * s, (m._m01 + m._m10) * sInv, (m._m02 + m._m20) * sInv, (m._m21 - m._m12) * sInv ); } else if (m._m11 > m._m22) { float s = sqrt(1.0f + m._m11 - m._m00 - m._m22) * 2.0f; float sInv = 1.0f / s; return float4 ( (m._m01 + m._m10) * sInv, 0.25 * s, (m._m12 + m._m21) * sInv, (m._m02 - m._m20) * sInv ); } else { float s = sqrt(1.0f + m._m22 - m._m00 - m._m11) * 2.0f; float sInv = 1.0f / s; return float4 ( (m._m02 + m._m20) * sInv, (m._m12 + m._m21) * sInv, 0.25 * s, (m._m10 - m._m01) * sInv ); } } inline float4 quat_look_at(float3 dir, float3 up) { return quat_mat(mat_look_at(dir, up)); } // order: ZXY inline float4 quat_euler(float3 rot) { return quat_mul ( quat_mul ( quat_axis_angle(kUnitY, rot.x), quat_axis_angle(kUnitX, rot.y) ), quat_axis_angle(kUnitZ, rot.z) ); } inline float4 slerp(float4 a, float4 b, float t) { float d = dot(normalize(a), normalize(b)); if (d > kEpsilonComp) { return lerp(a, b, t); } float r = acos(clamp(d, -1.0f, 1.0f)); return (sin((1.0 - t) * r) * a + sin(t * r) * b) / sin(r); } inline float4 nlerp(float4 a, float b, float t) { return normalize(lerp(a, b, t)); } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Quaternion.cginc.meta ================================================ fileFormatVersion: 2 guid: e4acf9f8acb3a9b408dcca8bc0f064ff ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Vector.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_VECTOR #define RAY_MARCHING_VECTOR #include "Math.cginc" #define kUnitX (float3(1.0f, 0.0f, 0.0f)) #define kUnitY (float3(0.0f, 1.0f, 0.0f)) #define kUnitZ (float3(0.0f, 0.0f, 1.0f)) inline float3 normalize_safe(float3 v, float3 fallback) { float vv = dot(v, v); return vv > kEpsilon ? v / sqrt(vv) : fallback; } inline float3 normalize_safe(float3 v) { return normalize_safe(v, kUnitZ); } inline float3 project_vec(float3 v, float3 onto) { onto = normalize(onto); return dot(v, onto) * onto; } inline float3 project_plane(float3 v, float3 n) { return v - project_vec(v, n); } inline float3 limit_length(float3 v, float maxLen) { return min(maxLen, length(v)) * normalize_safe(v, 0.0f); } inline float3 find_ortho(float3 v) { if (v.x >= kSqrt3Inv) return float3(v.y, -v.x, 0.0); else return float3(0.0, v.z, -v.y); } inline float3 slerp(float3 a, float3 b, float t) { float d = dot(normalize(a), normalize(b)); if (d > kEpsilonComp) { return lerp(a, b, t); } float r = acos(clamp(d, -1.0f, 1.0f)); return (sin((1.0 - t) * r) * a + sin(t * r) * b) / sin(r); } inline float3 nlerp(float3 a, float b, float t) { return normalize(lerp(a, b, t)); } inline float3x3 mat_basis(float3 xAxis, float3 yAxis, float3 zAxis) { return transpose(float3x3(xAxis, yAxis, zAxis)); } inline float3x3 mat_look_at(float3 dir, float3 up) { float3 zAxis = normalize_safe(dir, kUnitZ); float3 xAxis = normalize_safe(cross(up, zAxis), kUnitX); float3 yAxis = cross(zAxis, xAxis); return mat_basis(xAxis, yAxis, zAxis); } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Math/Vector.cginc.meta ================================================ fileFormatVersion: 2 guid: fa89081643259a543bf0f9f2dc1300cc ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Math.meta ================================================ fileFormatVersion: 2 guid: a883fb640ccceab4fa6798fae4d5dbef folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/ClassicNoise2D.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Based on project "webgl-noise" by Ashima Arts. Description : Array and textureless GLSL 2D simplex noise function. Author : Ian McEwan, Ashima Arts. Maintainer : ijm Lastmod : 20110822 (ijm) License : Copyright (C) 2011 Ashima Arts. All rights reserved. Distributed under the MIT License. See LICENSE file. https://github.com/ashima/webgl-noise */ /******************************************************************************/ #ifndef RAY_MARCHING_CLASSIC_NOISE_2D #define RAY_MARCHING_CLASSIC_NOISE_2D #include "NoiseCommon.cginc" // classic Perlin noise // single octave float cnoise(float2 P) { float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation float4 ix = Pi.xzxz; float4 iy = Pi.yyww; float4 fx = Pf.xzxz; float4 fy = Pf.yyww; float4 i = permute(permute(ix) + iy); float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; float4 gy = abs(gx) - 0.5 ; float4 tx = floor(gx + 0.5); gx = gx - tx; float2 g00 = float2(gx.x,gy.x); float2 g10 = float2(gx.y,gy.y); float2 g01 = float2(gx.z,gy.z); float2 g11 = float2(gx.w,gy.w); float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = fade(Pf.xy); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } // multiple octaves DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(cnoise, float, float2, 0.5); // classic Perlin noise, periodic variant // single octave float pnoise(float2 P, float2 rep) { float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, rep.xyxy); // To create noise with explicit period Pi = mod289(Pi); // To avoid truncation effects in permutation float4 ix = Pi.xzxz; float4 iy = Pi.yyww; float4 fx = Pf.xzxz; float4 fy = Pf.yyww; float4 i = permute(permute(ix) + iy); float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; float4 gy = abs(gx) - 0.5 ; float4 tx = floor(gx + 0.5); gx = gx - tx; float2 g00 = float2(gx.x,gy.x); float2 g10 = float2(gx.y,gy.y); float2 g01 = float2(gx.z,gy.z); float2 g11 = float2(gx.w,gy.w); float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = fade(Pf.xy); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } // multiple octave DEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(pnoise, float, float2); #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/ClassicNoise2D.cginc.meta ================================================ fileFormatVersion: 2 guid: 8a0a039eee7b0d048a94b088878a737a ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/ClassicNoise3D.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Based on project "webgl-noise" by Ashima Arts. Description : Array and textureless GLSL 2D simplex noise function. Author : Ian McEwan, Ashima Arts. Maintainer : ijm Lastmod : 20110822 (ijm) License : Copyright (C) 2011 Ashima Arts. All rights reserved. Distributed under the MIT License. See LICENSE file. https://github.com/ashima/webgl-noise */ /******************************************************************************/ #ifndef RAY_MARCHING_CLASSIC_NOISE_3D #define RAY_MARCHING_CLASSIC_NOISE_3D #include "NoiseCommon.cginc" // classic Perlin noise // single octave float cnoise(float3 P) { float3 Pi0 = floor(P); // Integer part for indexing float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); float4 iz0 = (float4)Pi0.z; float4 iz1 = (float4)Pi1.z; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 / 7.0; float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; gx0 = frac(gx0); float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, (float4)0.0); gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); float4 gx1 = ixy1 / 7.0; float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; gx1 = frac(gx1); float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, (float4)0.0); gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); float3 g000 = float3(gx0.x,gy0.x,gz0.x); float3 g100 = float3(gx0.y,gy0.y,gz0.y); float3 g010 = float3(gx0.z,gy0.z,gz0.z); float3 g110 = float3(gx0.w,gy0.w,gz0.w); float3 g001 = float3(gx1.x,gy1.x,gz1.x); float3 g101 = float3(gx1.y,gy1.y,gz1.y); float3 g011 = float3(gx1.z,gy1.z,gz1.z); float3 g111 = float3(gx1.w,gy1.w,gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } // multiple octave DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(cnoise, float, float3, 0.5); // classic Perlin noise, periodic variant // single octave float pnoise(float3 P, float3 rep) { float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); float4 iz0 = (float4)Pi0.z; float4 iz1 = (float4)Pi1.z; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 / 7.0; float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; gx0 = frac(gx0); float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, (float4)0.0); gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); float4 gx1 = ixy1 / 7.0; float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; gx1 = frac(gx1); float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, (float4)0.0); gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); float3 g000 = float3(gx0.x,gy0.x,gz0.x); float3 g100 = float3(gx0.y,gy0.y,gz0.y); float3 g010 = float3(gx0.z,gy0.z,gz0.z); float3 g110 = float3(gx0.w,gy0.w,gz0.w); float3 g001 = float3(gx1.x,gy1.x,gz1.x); float3 g101 = float3(gx1.y,gy1.y,gz1.y); float3 g011 = float3(gx1.z,gy1.z,gz1.z); float3 g111 = float3(gx1.w,gy1.w,gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } // multiple octaves DEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(pnoise, float, float3); #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/ClassicNoise3D.cginc.meta ================================================ fileFormatVersion: 2 guid: 3bb8e11abde62a34e9b3c23f1b163708 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Noise.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef NOISE #define NOISE #include "ClassicNoise2D.cginc" #include "ClassicNoise3D.cginc" #include "SimplexNoise2D.cginc" #include "SimplexNoise3D.cginc" #include "RandomNoise.cginc" #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Noise.cginc.meta ================================================ fileFormatVersion: 2 guid: 5428bc95309813640956652494e668d1 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/NoiseCommon.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_NOISE_COMMON #define RAY_MARCHING_NOISE_COMMON float mod(float x, float y) { return x - y * floor(x / y); } float2 mod(float2 x, float2 y) { return x - y * floor(x / y); } float3 mod(float3 x, float3 y) { return x - y * floor(x / y); } float4 mod(float4 x, float4 y) { return x - y * floor(x / y); } float2 mod289(float2 x) { return x - floor(x / 289.0) * 289.0; } float3 mod289(float3 x) { return x - floor(x / 289.0) * 289.0; } float4 mod289(float4 x) { return x - floor(x / 289.0) * 289.0; } float3 permute(float3 x) { return mod289((x * 34.0 + 1.0) * x); } float4 permute(float4 x) { return mod289((x * 34.0 + 1.0) * x); } float3 taylorInvSqrt(float3 r) { return 1.79284291400159 - 0.85373472095314 * r; } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float2 fade(float2 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float3 fade(float3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } int index(int3 id, int3 dimension) { return ((id.z * dimension.z + id.y) * dimension.y) + id.x; } #define DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(NOISE_FUNC, RET_TYPE, PARAM_TYPE, CENTER) \ RET_TYPE NOISE_FUNC \ ( \ PARAM_TYPE s, \ PARAM_TYPE offset, \ int numOctaves, \ float octaveOffsetFactor \ ) \ { \ RET_TYPE o = 0.0; \ float w = 0.5; \ float wTotal = 0.0; \ int i = 0; \ do \ { \ o += w * NOISE_FUNC(s - offset); \ wTotal += w; \ offset *= 2.0 * octaveOffsetFactor; \ s *= 2.0; \ w *= 0.5; \ } while (++i < numOctaves); \ o *= 0.5 / wTotal; \ o += CENTER; \ return o; \ } #define DEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(NOISE_FUNC, RET_TYPE, PARAM_TYPE) \ RET_TYPE NOISE_FUNC \ ( \ PARAM_TYPE s, \ PARAM_TYPE offset, \ PARAM_TYPE period, \ int numOctaves, \ float octaveOffsetFactor \ ) \ { \ RET_TYPE o = 0.0; \ float w = 0.5; \ float wTotal = 0.0; \ int i = 0; \ do \ { \ o += w * NOISE_FUNC(s - offset, period); \ wTotal += w; \ offset *= 2.0 * octaveOffsetFactor; \ period *= 2.0; \ s *= 2.0; \ w *= 0.5; \ } while (++i < numOctaves); \ o *= 0.5 / wTotal; \ o += 0.5; \ return o; \ } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/NoiseCommon.cginc.meta ================================================ fileFormatVersion: 2 guid: d888eae3bfbc1b44dadb3c139a77443a ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/RandomNoise.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Based on an Andy Gryc's version of the common one-line shader random noise http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand/ */ /******************************************************************************/ #ifndef RAY_MARCHING_RANDOM_NOISE #define RAY_MARCHING_RANDOM_NOISE #include "NoiseCommon.cginc" float rand(float s) { return frac(sin(mod(s, 6.2831853)) * 43758.5453123); } float rand(float2 s) { float d = dot(s + 0.1234567, float2(1111112.9819837, 78.237173)); float m = mod(d, 6.2831853); return frac(sin(m) * 43758.5453123); } float rand(float3 s) { float d = dot(s + 0.1234567, float3(11112.9819837, 378.237173, 3971977.9173179)); float m = mod(d, 6.2831853); return frac(sin(m) * 43758.5453123); } float rand_range(float s, float a, float b) { return a + (b - a) * rand(s); } float2 rand_range(float2 s, float2 a, float2 b) { return a + (b - a) * rand(s); } float3 rand_range(float3 s, float3 a, float3 b) { return a + (b - a) * rand(s); } float2 rand_uvec(float2 s) { return normalize(float2(rand(s), rand(s * 1.23456789)) - 0.5); } float3 rand_uvec(float3 s) { return normalize(float3(rand(s), rand(s * 1.23456789), rand(s * 9876.54321)) - 0.5); } float2 rand_vec(float2 s) { return rand_uvec(s) * rand(s * 9876.54321); } float3 rand_vec(float3 s) { return rand_uvec(s) * rand(s * 1357975.31313); } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/RandomNoise.cginc.meta ================================================ fileFormatVersion: 2 guid: d6d41152c5085d749b5d5d890fa0dc81 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoiseCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel ClassicGrid2 #pragma kernel ClassicGrid3 #pragma kernel ClassicCustom2 #pragma kernel ClassicCustom3 #include "../ClassicNoise2D.cginc" #include "../ClassicNoise3D.cginc" #include "../RandomNoise.cginc" RWStructuredBuffer input2; RWStructuredBuffer input3; RWStructuredBuffer output; int3 dimension; float3 scale; float3 offset; int numOctaves; float octaveOffsetFactor; [numthreads(1, 1, 1)] void ClassicGrid2(uint3 id : SV_DispatchThreadID) { float2 s = id.xy / scale.xy; output[index(id, dimension)] = cnoise(s, offset.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicGrid3(uint3 id : SV_DispatchThreadID) { float3 s = id / scale; output[index(id, dimension)] = cnoise(s, offset, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicCustom2(uint3 id : SV_DispatchThreadID) { float2 s = input2[id.x] / scale.xy; output[id.x] = cnoise(s, offset.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicCustom3(uint3 id : SV_DispatchThreadID) { float3 s = input3[id.x] / scale; output[id.x] = cnoise(s, offset, numOctaves, octaveOffsetFactor); } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoiseCs.compute.meta ================================================ fileFormatVersion: 2 guid: 2d47a6b2a48ecf647875c4bedbc8d0c2 ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoisePeriodicCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel ClassicPeriodicGrid2 #pragma kernel ClassicPeriodicGrid3 #pragma kernel ClassicPeriodicCustom2 #pragma kernel ClassicPeriodicCustom3 #include "../ClassicNoise2D.cginc" #include "../ClassicNoise3D.cginc" RWStructuredBuffer input2; RWStructuredBuffer input3; RWStructuredBuffer output; int3 dimension; float3 scale; float3 offset; float3 period; int numOctaves; float octaveOffsetFactor; [numthreads(1, 1, 1)] void ClassicPeriodicGrid2(uint3 id : SV_DispatchThreadID) { float2 s = id.xy / scale.xy; output[index(id, dimension)] = pnoise(s, offset.xy, period.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicPeriodicGrid3(uint3 id : SV_DispatchThreadID) { float3 s = id / scale; output[index(id, dimension)] = pnoise(s, offset, period, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicPeriodicCustom2(uint3 id : SV_DispatchThreadID) { float2 s = input2[id.x] / scale.xy; output[id.x] = pnoise(s, offset.xy, period.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void ClassicPeriodicCustom3(uint3 id : SV_DispatchThreadID) { float3 s = input3[id.x] / scale; output[id.x] = pnoise(s, offset, period, numOctaves, octaveOffsetFactor); } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/ClassicNoisePeriodicCs.compute.meta ================================================ fileFormatVersion: 2 guid: afe6add88b0b89d448b26e6e3dc5f59b ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel RandomGrid1 #pragma kernel RandomGrid2 #pragma kernel RandomGrid3 #include "../RandomNoise.cginc" RWStructuredBuffer output; float seed; int3 dimension; [numthreads(1, 1, 1)] void RandomGrid1(uint3 id : SV_DispatchThreadID) { output[index(id, dimension)] = rand(seed + id.x); } [numthreads(1, 1, 1)] void RandomGrid2(uint3 id : SV_DispatchThreadID) { output[index(id, dimension)] = rand(seed + id.xy); } [numthreads(1, 1, 1)] void RandomGrid3(uint3 id : SV_DispatchThreadID) { output[index(id, dimension)] = rand(seed + id.xyz); } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseCs.compute.meta ================================================ fileFormatVersion: 2 guid: 17f67342dcf81694fbd8e72def0acced ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseVectorCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel RandomVec2 #pragma kernel RandomVec3 #include "../RandomNoise.cginc" RWStructuredBuffer output2; RWStructuredBuffer output3; float seed; int3 dimension; [numthreads(1, 1, 1)] void RandomVec2(uint3 id : SV_DispatchThreadID) { output2[index(id, dimension)] = rand_vec(seed + id.xy); } [numthreads(1, 1, 1)] void RandomVec3(uint3 id : SV_DispatchThreadID) { output3[index(id, dimension)] = rand_vec(seed + id.xyz); } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/RandomNoiseVectorCs.compute.meta ================================================ fileFormatVersion: 2 guid: db6578c993355594ba41b3c1335a9adf ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel SimplexGrid2 #pragma kernel SimplexGrid3 #pragma kernel SimplexCustom2 #pragma kernel SimplexCustom3 #include "../SimplexNoise2D.cginc" #include "../SimplexNoise3D.cginc" #include "../RandomNoise.cginc" RWStructuredBuffer input2; RWStructuredBuffer input3; RWStructuredBuffer output; int3 dimension; float3 scale; float3 offset; int numOctaves; float octaveOffsetFactor; [numthreads(1, 1, 1)] void SimplexGrid2(uint3 id : SV_DispatchThreadID) { float2 s = id.xy / scale.xy; output[index(id, dimension)] = snoise(s, offset.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void SimplexGrid3(uint3 id : SV_DispatchThreadID) { float3 s = id / scale; output[index(id, dimension)] = snoise(s, offset, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void SimplexCustom2(uint3 id : SV_DispatchThreadID) { float2 s = input2[id.x] / scale.xy; output[id.x] = snoise(s, offset.xy, numOctaves, octaveOffsetFactor); } [numthreads(1, 1, 1)] void SimplexCustom3(uint3 id : SV_DispatchThreadID) { float3 s = input3[id.x] / scale; output[id.x] = snoise(s, offset, numOctaves, octaveOffsetFactor); } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseCs.compute.meta ================================================ fileFormatVersion: 2 guid: 4eb8152e697df05409038674dbc8bb4b ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseGradientCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #pragma kernel SimplexGradientGrid2 #pragma kernel SimplexGradientGrid3 #pragma kernel SimplexGradientCustom2 #pragma kernel SimplexGradientCustom3 #include "../SimplexNoise2D.cginc" #include "../SimplexNoise3D.cginc" RWStructuredBuffer input2; RWStructuredBuffer input3; RWStructuredBuffer output2; RWStructuredBuffer output3; int3 dimension; float3 scale; float3 offset; int numOctaves; float octaveOffsetFactor; // grid sample points [numthreads(1, 1, 1)] void SimplexGradientGrid2(uint3 id : SV_DispatchThreadID) { float2 s = id.xy / scale.xy; output2[index(id, dimension)] = snoise_grad(s, offset.xy, numOctaves, octaveOffsetFactor).xy; } // grid sample points [numthreads(1, 1, 1)] void SimplexGradientGrid3(uint3 id : SV_DispatchThreadID) { float3 s = id / scale; output3[index(id, dimension)] = snoise_grad(s, offset, numOctaves, octaveOffsetFactor).xyz; } // custom sample points [numthreads(1, 1, 1)] void SimplexGradientCustom2(uint3 id : SV_DispatchThreadID) { float2 s = input2[id.x] / scale.xy; output2[id.x] = snoise_grad(s, offset.xy, numOctaves, octaveOffsetFactor).xy; } // custom sample points [numthreads(1, 1, 1)] void SimplexGradientCustom3(uint3 id : SV_DispatchThreadID) { float3 s = input3[id.x] / scale; output3[id.x] = snoise_grad(s, offset, numOctaves, octaveOffsetFactor).xyz; } ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources/SimplexNoiseGradientCs.compute.meta ================================================ fileFormatVersion: 2 guid: 7957dd6eaa0f4074383bdba2b668fe69 ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/Resources.meta ================================================ fileFormatVersion: 2 guid: 1fd5ac2c904801a478dcc3481cdc9ce4 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/SimplexNoise2D.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Based on project "webgl-noise" by Ashima Arts. Description : Array and textureless GLSL 2D simplex noise function. Author : Ian McEwan, Ashima Arts. Maintainer : ijm Lastmod : 20110822 (ijm) License : Copyright (C) 2011 Ashima Arts. All rights reserved. Distributed under the MIT License. See LICENSE file. https://github.com/ashima/webgl-noise */ /******************************************************************************/ #ifndef RAY_MARCHING_SIMPLEX_NOISE_2D #define RAY_MARCHING_SIMPLEX_NOISE_2D #include "NoiseCommon.cginc" // single octave float snoise(float2 v) { const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; i1.x = step(x0.y, x0.x); i1.y = 1.0 - i1.x; // x1 = x0 - i1 + 1.0 * C.xx; // x2 = x0 - 1.0 + 2.0 * C.xx; float2 x1 = x0 + C.xx - i1; float2 x2 = x0 + C.zz; // Permutations i = mod289(i); // Avoid truncation effects in permutation float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); m = m * m; m = m * m; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; // Normalise gradients implicitly by scaling m m *= taylorInvSqrt(a0 * a0 + h * h); // Compute final noise value at P float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.y = a0.y * x1.x + h.y * x1.y; g.z = a0.z * x2.x + h.z * x2.y; return 130.0 * dot(m, g); } // multiple octaves DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise, float, float2, 0.5); // single octave float3 snoise_grad(float2 v) { const float4 C = float4( 0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; i1.x = step(x0.y, x0.x); i1.y = 1.0 - i1.x; // x1 = x0 - i1 + 1.0 * C.xx; // x2 = x0 - 1.0 + 2.0 * C.xx; float2 x1 = x0 + C.xx - i1; float2 x2 = x0 + C.zz; // Permutations i = mod289(i); // Avoid truncation effects in permutation float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); float3 m2 = m * m; float3 m3 = m2 * m; float3 m4 = m2 * m2; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; // Normalise gradients float3 norm = taylorInvSqrt(a0 * a0 + h * h); float2 g0 = float2(a0.x, h.x) * norm.x; float2 g1 = float2(a0.y, h.y) * norm.y; float2 g2 = float2(a0.z, h.z) * norm.z; // Compute noise and gradient at P float2 grad = -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2; float3 px = float3(dot(x0, g0), dot(x1, g1), dot(x2, g2)); return 130.0 * float3(grad, dot(m4, px)); } // multiple octaves DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise_grad, float3, float2, 0.0); #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/SimplexNoise2D.cginc.meta ================================================ fileFormatVersion: 2 guid: c05b16f88a1d0ba419095712496e35e6 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/SimplexNoise3D.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou Based on project "webgl-noise" by Ashima Arts. Description : Array and textureless GLSL 2D simplex noise function. Author : Ian McEwan, Ashima Arts. Maintainer : ijm Lastmod : 20110822 (ijm) License : Copyright (C) 2011 Ashima Arts. All rights reserved. Distributed under the MIT License. See LICENSE file. https://github.com/ashima/webgl-noise */ /******************************************************************************/ #ifndef RAY_MARCHING_SIMPLEX_NOISE_3D #define RAY_MARCHING_SIMPLEX_NOISE_3D #include "NoiseCommon.cginc" // single octave float snoise(float3 v) { const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); // First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx); // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy); // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; // Permutations i = mod289(i); // Avoid truncation effects in permutation float4 p = permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) float4 x_ = floor(j / 7.0); float4 y_ = floor(j - 7.0 * x_); // mod(j,N) float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw); //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, 0.0); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3(a0.xy, h.x); float3 g1 = float3(a0.zw, h.y); float3 g2 = float3(a1.xy, h.z); float3 g3 = float3(a1.zw, h.w); // Normalise gradients float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; // Mix final noise value float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; m = m * m; float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); return 42.0 * dot(m, px); } // multiple octaves DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise, float, float3, 0.5); // single octave float4 snoise_grad(float3 v) { const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); // First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx); // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy); // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; // Permutations i = mod289(i); // Avoid truncation effects in permutation float4 p = permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) float4 x_ = floor(j / 7.0); float4 y_ = floor(j - 7.0 * x_); // mod(j,N) float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw); //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, 0.0); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3(a0.xy, h.x); float3 g1 = float3(a0.zw, h.y); float3 g2 = float3(a1.xy, h.z); float3 g3 = float3(a1.zw, h.w); // Normalise gradients float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; // Compute noise and gradient at P float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); float4 m2 = m * m; float4 m3 = m2 * m; float4 m4 = m2 * m2; float3 grad = -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); return 42.0 * float4(grad, dot(m4, px)); } // multiple octaves DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(snoise_grad, float4, float3, 0.0); #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Noise/SimplexNoise3D.cginc.meta ================================================ fileFormatVersion: 2 guid: c474d07a7f2949a45b86bf61f6a3fa29 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Noise.meta ================================================ fileFormatVersion: 2 guid: 326d4c9b941056c43ac1e7237fe69bde folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/Resources/AabbTree.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_AABB_TREE #define RAY_MARCHING_AABB_TREE struct Aabb { float4 boundsMin; float4 boundsMax; }; struct AabbNode { Aabb aabb; int parent; int childA; int childB; int shapeIndex; }; inline float3 aabb_center(Aabb aabb) { return 0.5f * (aabb.boundsMin.xyz + aabb.boundsMax.xyz); } inline float3 aabb_extents(Aabb aabb) { return aabb.boundsMax.xyz - aabb.boundsMin.xyz; } inline float3 aabb_half_extents(Aabb aabb) { return 0.5f * (aabb.boundsMax.xyz - aabb.boundsMin.xyz); } inline bool aabb_intersects(Aabb a, Aabb b) { return all(a.boundsMin <= b.boundsMax && a.boundsMax >= b.boundsMin); } float aabb_ray_cast(Aabb aabb, float3 from, float3 to) { float tMin = -kFltMax; float tMax = +kFltMax; float3 d = to - from; float3 absD = abs(d); if (any(absD < kEpsilon)) { // parallel? if (any(from < aabb.boundsMin.xyz) || any(aabb.boundsMax.xyz < from)) return -kFltMax; } else { float3 invD = 1.0f / d; float3 t1 = (aabb.boundsMin.xyz - from) * invD; float3 t2 = (aabb.boundsMax.xyz - from) * invD; float3 minComps = min(t1, t2); float3 maxComps = max(t1, t2); tMin = max(minComps.x, max(minComps.y, minComps.z)); tMax = min(maxComps.x, min(maxComps.y, maxComps.z)); } if (tMin > tMax) return -kFltMax; if (tMin < 0.0f) return -kFltMax; return tMin; } // stmt = statements processing shapeIndex of hit leaf AABB nodes #define aabb_tree_ray_cast(tree, root, rayFrom, rayTo, stackSize, stmt) \ { \ float3 rayDir = normalize(rayTo - rayFrom); \ float3 rayDirOrtho = normalize(find_ortho(rayDir)); \ float3 rayDirOrthoAbs = abs(rayDirOrtho); \ \ Aabb rayBounds; \ rayBounds.boundsMin = float4(min(rayFrom, rayTo), 0.0f); \ rayBounds.boundsMax = float4(max(rayFrom, rayTo), 0.0f); \ \ int stackTop = 0; \ int stack[stackSize]; \ stack[stackTop] = root; \ \ while (stackTop >= 0) \ { \ int index = stack[stackTop--]; \ if (index < 0) \ continue; \ \ if (!aabb_intersects(tree[index].aabb, rayBounds)) \ continue; \ \ float3 aabbCenter = aabb_center(tree[index].aabb); \ float3 aabbHalfExtents = aabb_half_extents(tree[index].aabb); \ float separation = \ abs(dot(rayDirOrtho, rayFrom - aabbCenter)) \ - dot(rayDirOrthoAbs, aabbHalfExtents); \ if (separation > 0.0f) \ continue; \ \ if (tree[index].childA < 0) \ { \ float t = aabb_ray_cast(tree[index].aabb, rayFrom, rayTo); \ if (t < 0.0f) \ continue; \ \ const int shapeIndex = tree[index].shapeIndex; \ \ stmt \ } \ else \ { \ stackTop = min(stackTop + 1, stackSize - 1); \ stack[stackTop] = tree[index].childA; \ stackTop = min(stackTop + 1, stackSize - 1); \ stack[stackTop] = tree[index].childB; \ } \ } \ } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/Resources/AabbTree.cginc.meta ================================================ fileFormatVersion: 2 guid: 7868d5de0115c5047b9adc8da3d8f19b ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/Resources/RayMarcherCs.compute ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #include "../SDF/SDF.cginc" #include "AabbTree.cginc" // constants & buffers //----------------------------------------------------------------------------- #define kTileSize (8) #define kMaxShapesPerRay (64) #define kAabbTreeStackSize (128) Texture2D src; RWTexture2D dst; RWTexture2D heatMap; float4x4 cameraInvProj; float4x4 cameraToWorld; float4 cameraPos; int2 screenSize; // width / height StructuredBuffer aSdfShape; int numSdfShapes; RWTexture2D tempBuffer; // scratch memory float4 rayMarchParams; // maxSteps, hitDist, maxDist, time float blendDist; float4 backgroundColor; float4 missColor; float4 heatColorCool; float4 heatColorMedium; float4 heatColorHot; float heatAlpha; int maxCountBudget; bool useAabbTree; StructuredBuffer aabbTree; int aabbTreeRoot; //----------------------------------------------------------------------------- // end: constants & buffers // ray marching //----------------------------------------------------------------------------- // no keyword variant support for compute shaders yet, sigh -_- #define kModeMain (0) #define kModeStepCount (1) #define kModeShapeCount (2) float ground_truth_sdf(float3 p) { if (numSdfShapes <= 0) return kInfinity; float3 opRes = kInfinity; for (int i = 0; i < numSdfShapes; ++i) { // why doesn't a switch statement work here? int op = aSdfShape[i].data0.y; if (op == kSdfUnion) { opRes.x = sdf_uni_smooth(opRes.x, sdf_shape(p, aSdfShape[i]), blendDist); } else if (op == kSdfSubtraction) { opRes.y = sdf_uni_smooth(opRes.y, sdf_shape(p, aSdfShape[i]), blendDist); } else if (op == kSdfIntersection) { opRes.z = sdf_uni_smooth(opRes.z, sdf_shape(p, aSdfShape[i]), blendDist); } } float res = sdf_sub_smooth(opRes.x, opRes.y, blendDist); if (opRes.z < kInfinity) res = sdf_int_smooth(res, opRes.z, blendDist); return res; } float3 heat_color(float t) { return t < 0.5f ? lerp(heatColorCool.rgb, heatColorMedium.rgb, t / 0.5f) : lerp(heatColorMedium.rgb, heatColorHot.rgb, (t - 0.5f) / 0.5f); } #define SDF_NEAR_SHAPES(res, p, aiNearShape, numNearShapes) \ { \ float3 opRes = kInfinity; \ for (int i = 0; i < numNearShapes; ++i) \ { \ const int iShape = aiNearShape[i]; \ const int op = aSdfShape[iShape].data0.y; \ if (op == kSdfUnion) \ { \ opRes.x = sdf_uni_smooth(opRes.x, sdf_shape(p, aSdfShape[iShape]), blendDist); \ } \ else if (op == kSdfSubtraction) \ { \ opRes.y = sdf_uni_smooth(opRes.y, sdf_shape(p, aSdfShape[iShape]), blendDist); \ } \ else if (op == kSdfIntersection) \ { \ opRes.z = sdf_uni_smooth(opRes.z, sdf_shape(p, aSdfShape[iShape]), blendDist); \ } \ } \ res = sdf_sub_smooth(opRes.x, opRes.y, blendDist); \ if (opRes.z < kInfinity) \ res = sdf_int_smooth(res, opRes.z, blendDist); \ } float4 march(int3 id, int mode) { // TODO: move hard-coded material out of here const float3 kDiffuse = float3(1.0f, 0.65f, 0.05f); const float3 kAmbient = 0.1f * kDiffuse; // set up ray const float2 uv = float2(id.xy) / screenSize; const float4 view = mul(cameraInvProj, float4(uv * 2.0f - 1.0f, 0.0f, 1.0f)); const float3 ro = cameraPos.xyz; const float3 rd = normalize(mul(cameraToWorld, float4(view.xyz, 0.0f)).xyz); // params const int maxSteps = int(rayMarchParams.x); const float hitDist = rayMarchParams.y; const float maxDist = rayMarchParams.z; // gather shapes around ray by casting it against AABB tree int aiNearShape[kMaxShapesPerRay]; int numNearShapes = 0; aabb_tree_ray_cast(aabbTree, aabbTreeRoot, ro, ro + maxDist * rd, kAabbTreeStackSize, numNearShapes = min(numNearShapes + 1, kMaxShapesPerRay); aiNearShape[numNearShapes - 1] = shapeIndex; ); // march ray float dist = 0.0f; for (int iStep = 0; iStep < maxSteps; ++iStep) { const float3 p = ro + dist * rd; // sample SDf float d = kInfinity; if (useAabbTree) { SDF_NEAR_SHAPES(d, p, aiNearShape, numNearShapes); } else { d = ground_truth_sdf(p); } // hit shape? if (d < hitDist) { // TODO: why doesn't a switch statement work here? if (mode == kModeMain) { // TODO: choose h to be proportional to pixel footprint // http://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm const float h = 0.01f; // compute differential normal float3 n = 0.0f; if (useAabbTree) { float n0, n1, n2, n3; SDF_NEAR_SHAPES(n0, p + float3( (h), -(h), -(h)), aiNearShape, numNearShapes); SDF_NEAR_SHAPES(n1, p + float3(-(h), -(h), (h)), aiNearShape, numNearShapes); SDF_NEAR_SHAPES(n2, p + float3(-(h), (h), -(h)), aiNearShape, numNearShapes); SDF_NEAR_SHAPES(n3, p + float3( (h), (h), (h)), aiNearShape, numNearShapes); n = normalize ( float3( 1.0f, -1.0f, -1.0f) * n0 + float3(-1.0f, -1.0f, 1.0f) * n1 + float3(-1.0f, 1.0f, -1.0f) * n2 + float3( 1.0f, 1.0f, 1.0f) * n3 ); } else { n = sdf_normal(p, ground_truth_sdf, h); } const float3 lightPos = ro + float3(0.0f, 1.0f, 0.0f); const float3 lightDir = normalize(p - lightPos); const float3 shaded = max(pow(dot(n, -lightDir), 1.0f), kAmbient) * kDiffuse; const float3 fresnel = 0.3f * pow(saturate(1.0f - dot(n, -rd)), 2.0f); const float3 specular = 0.2f * pow(saturate(dot(n, -normalize(rd + lightDir))), 100.0f); return float4(shaded + fresnel + specular, d); } else if (mode == kModeStepCount) { return iStep; } else if (mode == kModeShapeCount) { return useAabbTree ? numNearShapes : numSdfShapes; } } // hit background? if (dist > maxDist) { if (mode == kModeMain) { return float4(backgroundColor.rgb, kInfinity); } else if (mode == kModeStepCount) { return iStep; } else if (mode == kModeShapeCount) { return useAabbTree ? numNearShapes : numSdfShapes; } } dist += d; } if (mode != kModeMain) return kInfinity; return float4(missColor.rgb, kInfinity); } //----------------------------------------------------------------------------- // end: ray marching // kernels //----------------------------------------------------------------------------- #pragma kernel Main #pragma kernel StepCountPerThread #pragma kernel StepCountPerTile #pragma kernel ShapeCountPerThread #pragma kernel ShapeCountPerTile [numthreads(kTileSize, kTileSize, 1)] void Main(int3 id : SV_DispatchThreadID) { if (any(id.xy > screenSize)) return; float4 res = march(id, kModeMain); float3 col = res.rgb; dst[id.xy] = float4(col, 1.0f); } [numthreads(kTileSize, kTileSize, 1)] void StepCountPerThread(int3 id : SV_DispatchThreadID) { if (any(id.xy >= screenSize)) return; float4 res = march(id, kModeStepCount); float heat = res.x / maxCountBudget; float3 col = heat_color(heat); dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha); } [numthreads(kTileSize, kTileSize, 1)] void StepCountPerTile(int3 id : SV_DispatchThreadID) { float4 res = march(id, kModeStepCount); float heat = res.x / maxCountBudget; heatMap[id.xy] = heat; AllMemoryBarrierWithGroupSync(); if (any(id.xy >= screenSize)) return; int2 tileBaseId = kTileSize * (uint2(id.xy) / kTileSize); float maxHeat = 0.0f; for (int i = 0; i < kTileSize; ++i) for (int j = 0; j < kTileSize; ++j) maxHeat = max(maxHeat, heatMap[tileBaseId + int2(i, j)]); float3 col = heat_color(maxHeat); dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha); } [numthreads(kTileSize, kTileSize, 1)] void ShapeCountPerThread(int3 id : SV_DispatchThreadID) { if (any(id.xy >= screenSize)) return; float4 res = march(id, kModeShapeCount); float heat = res.x / maxCountBudget; float3 col = heat_color(heat); dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha); } [numthreads(kTileSize, kTileSize, 1)] void ShapeCountPerTile(int3 id : SV_DispatchThreadID) { float4 res = march(id, kModeShapeCount); float heat = res.x / maxCountBudget; heatMap[id.xy] = heat; AllMemoryBarrierWithGroupSync(); if (any(id.xy >= screenSize)) return; int2 tileBaseId = kTileSize * (uint2(id.xy) / kTileSize); float maxHeat = 0.0f; for (int i = 0; i < kTileSize; ++i) for (int j = 0; j < kTileSize; ++j) maxHeat = max(maxHeat, heatMap[tileBaseId + int2(i, j)]); float3 col = heat_color(maxHeat); dst[id.xy] = lerp(dst[id.xy], float4(col, 1.0f), heatAlpha); } //----------------------------------------------------------------------------- // end: kernels ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/Resources/RayMarcherCs.compute.meta ================================================ fileFormatVersion: 2 guid: 047befc0d8dd6384fae6798d673887f4 ComputeShaderImporter: externalObjects: {} currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/Resources.meta ================================================ fileFormatVersion: 2 guid: a85763f85fa963d4dbf621a19e437035 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Normal.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_SDF_NORMAL #define RAY_MARCHING_SDF_NORMAL // http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm // central differences #define sdf_normal_diff(p, sdf, h) \ normalize \ ( \ float3 \ ( \ sdf((p) + float3( (h), 0.0f, 0.0f))) - sdf((p) - float3( (h), 0.0f, 0.0f))), \ sdf((p) + float3(0.0f, (h), 0.0f))) - sdf((p) - float3(0.0f, (h), 0.0f))), \ sdf((p) + float3(0.0f, 0.0f, (h)))) - sdf((p) - float3(0.0f, 0.0f, (h)))) \ ) \ ) // tetrahedron technique #define sdf_normal_tetra(p, sdf, h) \ normalize \ ( \ float3( 1.0f, -1.0f, -1.0f) * sdf((p) + float3( (h), -(h), -(h))) \ + float3(-1.0f, -1.0f, 1.0f) * sdf((p) + float3(-(h), -(h), (h))) \ + float3(-1.0f, 1.0f, -1.0f) * sdf((p) + float3(-(h), (h), -(h))) \ + float3( 1.0f, 1.0f, 1.0f) * sdf((p) + float3( (h), (h), (h))) \ ) // use tetrahedron technique as default #define sdf_normal(p, sdf, h) sdf_normal_tetra(p, sdf, h) #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Normal.cginc.meta ================================================ fileFormatVersion: 2 guid: 9248e0b25fba6e34b94bcce062e06aff ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Operators.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_SDF_OPERATORS #define RAY_MARCHING_SDF_OPERATORS // http://www.iquilezles.org/www/articles/smin/smin.htm // http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm // union //----------------------------------------------------------------------------- // raw union float sdf_uni(float a, float b) { return min(a, b); } // smooth quadratic polynomial union (C1 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_uni_quad(float a, float b, float k) { float h = max(k - abs(a - b), 0.0f) / k; return min(a, b) - h * h * k * (1.0f / 4.0f); } // smooth cubic polynomial union (C2 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_uni_cubic(float a, float b, float k) { float h = max(k - abs(a - b), 0.0f) / k; return min(a, b) - h * h * h * k * (1.0f / 6.0f); } // smooth exponential union (infinite continuity, order-independent concatenation) // k = 30.0f is a good default #define sdf_uni_exp_concat_term(x, k) (exp2(-(k) * (x))) #define sdf_uni_exp_concat_res(sum, k) (-log2(sum) / (k)) float sdf_uni_exp(float a, float b, float k) // 2-term concatenation { float sum = sdf_uni_exp_concat_term(a, k) + sdf_uni_exp_concat_term(b, k); return sdf_uni_exp_concat_res(sum, k); } // smooth power union (infinite continuity, order-independent concatenation) // k = 8.0f is a good default #define sdf_uni_pow_concat_term(x, k) (pow((x), (k))) #define sdf_uni_pow_concat_res(sum, prod, k) pow((prod) / (sum), 1.0f / (k)) float sdf_uni_pow(float a, float b, float k) // 2-term concatenation { a = sdf_uni_pow_concat_term(a, k); b = sdf_uni_pow_concat_term(b, k); return sdf_uni_pow_concat_res(a + b, a * b, k); } // use cubic polynomial union as default inline float sdf_uni_smooth(float a, float b, float h) { return sdf_uni_cubic(a, b, h); } //----------------------------------------------------------------------------- // end: union // subtraction //----------------------------------------------------------------------------- // raw subtraction float sdf_sub(float a, float b) { return max(a, -b); } // smooth quadratic polynomial subtraction (C1 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_sub_quad(float a, float b, float k) { float h = max(k - abs(a + b), 0.0f) / k; return max(a, -b) + h * h * k * (1.0f / 4.0f); } // smooth cubic polynomial subtraction (C2 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_sub_cubic(float a, float b, float k) { float h = max(k - abs(a + b), 0.0f) / k; return max(a, -b) + h * h * h * k * (1.0f / 6.0f); } // use cubic polynomial subtraction as default inline float sdf_sub_smooth(float a, float b, float h) { return sdf_sub_cubic(a, b, h); } //----------------------------------------------------------------------------- // end: subtraction // intersection //----------------------------------------------------------------------------- // raw intersection float sdf_int(float a, float b) { return max(a, b); } // smooth quadratic polynomial intersection (C1 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_int_quad(float a, float b, float k) { float h = max(k - abs(a - b), 0.0f) / k; return max(a, b) + h * h * k * (1.0f / 4.0f); } // smooth cubic polynomial intersection (C2 continuity, order-dependent concatenation) // k = 0.1f is a good default float sdf_int_cubic(float a, float b, float k) { float h = max(k - abs(a - b), 0.0f) / k; return max(a, b) + h * h * h * k * (1.0f / 6.0f); } // use cubic polynomial intersection as default inline float sdf_int_smooth(float a, float b, float h) { return sdf_int_cubic(a, b, h); } //----------------------------------------------------------------------------- // end: intersection #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Operators.cginc.meta ================================================ fileFormatVersion: 2 guid: 3d0f682991a1efe44b44a0cf8cfc9be6 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Primitives.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_SDF_PRIMITIVES #define RAY_MARCHING_SDF_PRIMITIVES #include "../../Math/Quaternion.cginc" #include "Util.cginc" // c: center // r: radius float sdf_sphere(float3 p, float3 c, float r) { p -= c; return length(p) - r; } // c: center // h: half extents // r: radius // q: rotation float sdf_box(float3 p, float3 c, float3 h, float4 q = kQuatIdentity, float r = 0.0f) { p = quat_rot(quat_inv(q), p - c); float3 d = abs(p) - h; return length(max(d, 0.0f)) + min(max_comp(d), 0.0f) - r; } // a: point A // b: point B // r: radius float sdf_capsule(float3 p, float3 a, float3 b, float r) { float3 ab = b - a; float3 ap = p - a; p -= a + saturate(dot(ap, ab) / dot(ab, ab)) * ab; return length(p) - r; } // a: point A // b: point B // r: radius float sdf_cylinder(float3 p, float3 a, float3 b, float r) { float3 ab = b - a; float3 ap = p - a; float t = dot(ap, ab) / dot(ab, ab); float3 q = a + saturate(t) * ab; if (t >= 0.0f && t <= 1.0f) return length(p - q) - r; float3 c = q + limit_length(project_plane(p - q, ab), r); return length(p - c); } #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Primitives.cginc.meta ================================================ fileFormatVersion: 2 guid: 72b5425ec4fa01045b01729011c72a72 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/SDF.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_SDF #define RAY_MARCHING_SDF #include "Primitives.cginc" #include "Operators.cginc" #include "Normal.cginc" #include "Shapes.cginc" #endif ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/SDF.cginc.meta ================================================ fileFormatVersion: 2 guid: 9c288864a6425b3438817ec4721b2251 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: unity-ray-marching/Assets/Shader/Ray Marching/SDF/Shapes.cginc ================================================ /******************************************************************************/ /* Project - Unity Ray Marching https://github.com/TheAllenChou/unity-ray-marching Author - Ming-Lun "Allen" Chou Web - http://AllenChou.net Twitter - @TheAllenChou */ /******************************************************************************/ #ifndef RAY_MARCHING_SDF_SHAPES #define RAY_MARCHING_SDF_SHAPES #include "Primitives.cginc" #define kSdfSphere (0) #define kSdfBox (1) #define kSdfCapsule (2) #define kSdfCylinder (3) #define kSdfUnion (0) #define kSdfSubtraction (1) #define kSdfIntersection (2) #define kFltMax (1e32f) #define kInfinity kFltMax struct SdfShape { int4 data0; // type, operator // sphere box capsule cylinder float4 data1; // c.xyz, r c.xyz, r a.xyz, r a.xyz, r float4 data2; // h.xyz b.xyz b.xyz float4 data3; // q }; float sdf_shape(float3 p, SdfShape s) { // give ma a break DX11 warnings >:( // y u no like a switch statement here? if (s.data0.x == kSdfSphere) return sdf_sphere(p, s.data1.xyz, s.data1.w); else if (s.data0.x == kSdfBox) return sdf_box(p, s.data1.xyz, s.data2.xyz, s.data3, s.data1.w); else if (s.data0.x == kSdfCapsule) return sdf_capsule(p, s.data1.xyz, s.data2.xyz, s.data1.w); else if (s.data0.x == kSdfCylinder) return sdf_cylinder(p, s.data1.xyz, s.data2.xyz, s.data1.w); return kInfinity; } #endif 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