Closed KevinCain closed 5 years ago
Shader "Server"
{
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
struct custom_type
{
float4 screen_vertex : SV_POSITION;
float3 world_vertex : TEXCOORD1;
};
const float tmax = 20.0;
float hash(float n) {
return frac(sin(n)*43758.5453);
}
float3 hash(float3 p){
float n = sin(dot(p, float3(7, 157, 113)));
return frac(float3(2097152, 262144, 32768)*n);
}
float noise(float g) {
float p = floor(g);
float f = frac(g);
return lerp(hash(p), hash(p + 1.0), f);
}
float voronoi(float3 x) {
float3 p = floor(x);
float3 f = frac(x);
float2 res = float2(8.0,8.0);
[unroll(100)]
for(int i = -1; i <= 1; i++)
[unroll(100)]
for(int j = -1; j <= 1; j++)
[unroll(100)]
for(int k = -1; k <= 1; k++) {
float3 g = float3(float(i), float(j), float(k));
float3 r = g + hash(p + g) - f;
float d = max(abs(r.x), max(abs(r.y), abs(r.z)));
if(d < res.x) {
res.y = res.x;
res.x = d;
} else if(d < res.y) {
res.y = d;
}
}
return res.y - res.x;
}
float2 path(float z) {
return float2(cos(z/8.0)*sin(z/12.0)*12.0, 0.0);
}
float map(float3 p) {
float4 q = float4(p, 1.0);
q.x += 1.0;
[unroll(100)]
for(int i = 0; i < 6; i++) {
q.xyz = -1.0 + 2.0*frac(0.5 + 0.5*q.xyz);
q = 1.2*q/max(dot(q.xyz, q.xyz), 0.1);
}
float2 tun = abs(p.xy - path(p.z))*float2(0.6, 0.5);
return min(0.25*abs(q.y)/q.w, 1.0 - max(tun.x, tun.y));
}
float ambient_occlusion( float3 pos, float3 nor )
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
{
float hr = 0.01 + 0.12*float(i)/4.0;
float3 aopos = nor * hr + pos;
float dd = map( aopos );
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
}
float3 set_normal (float3 p)
{
float3 x = float3 (0.001,0.00,0.00);
float3 y = float3 (0.00,0.001,0.00);
float3 z = float3 (0.00,0.00,0.001);
return normalize(float3(map(p+x)-map(p-x), map(p+y)-map(p-y), map(p+z)-map(p-z)));
}
float3 lighting (float3 p)
{
float3 AmbientLight = float3 (0.1,0.1,0.1);
float3 LightDirection = normalize(float3 (4.0,10.0,-10.0));
float3 LightColor = float3 (1.0,1.0,1.0);
float3 NormalDirection = set_normal(p);
return (max(dot(LightDirection, NormalDirection),0.0) * LightColor + AmbientLight)*ambient_occlusion(p,NormalDirection);
}
float4 raymarch (float3 ro, float3 rd)
{
for (int i=0; i<128; i++)
{
float ray = map(ro);
if (distance(ro,ray*rd)>250) break;
if (ray < 0.001) return float4 (lighting(ro)*float3(1.0,1.0,1.0),1.0); else ro+=ray*rd;
}
return float4 (0.0,0.0,0.0,1.0);
}
custom_type vertex_shader (float4 vertex : POSITION)
{
custom_type vs;
vs.screen_vertex = UnityObjectToClipPos (vertex);
vs.world_vertex = mul (unity_ObjectToWorld, vertex);
return vs;
}
float4 pixel_shader (custom_type ps ) : SV_TARGET
{
float3 worldPosition = ps.world_vertex;
float3 viewDirection = normalize(ps.world_vertex - _WorldSpaceCameraPos.xyz);
return raymarch (worldPosition,viewDirection);
}
ENDCG
}
}
}
Thanks @smkplus for your fast, helpful reply. I note your key changes:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,)' with 'UnityObjectToClipPos()'
I'm still unable to render the fractal you show in your screen shot using your proposed snippet, in Unity 5.6, when pasting into a new shader and connecting to a new material.
I'll continue to experiment. Thanks again...
Thanks @smkplus for your fast, helpful reply. I note your key changes:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,)' with 'UnityObjectToClipPos()'
I'm still unable to render the fractal you show in your screen shot using your proposed snippet, in Unity 5.6, when pasting into a new shader and connecting to a new material.
I'll continue to experiment. Thanks again...
sorry I haven't unity 5 in my computer you can use unity 2017 make a cube and attach a material with above shader then try to scale cube then you can see that fractal
I think this is what you want https://github.com/i-saint/Unity5Effects
Thanks, I'll re-open if needed after trying Unity 2017/2018.
I've successfully translated several shaders via @smkplus' ShaderMan (in Unity, and via your web app).
However, in the attached example this shader compiled with a simple fix (see below), but the resulting compiled shader displays as black in Unity 5.6.x.
If the community has any suggestions I'd love to understand.
The only change I made from the ShaderMan output is this simple adaptation below:
I replaced the explicit multiplication with the mul() method:
float3 rd = normalize(mul(camera(ro, la), vec3(uv, 1.97)) );
Thanks again for a great tool!
server.zip