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eyes.cginc
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#include "globals.cginc"
#include "interpolators.cginc"
#include "iq_sdf.cginc"
#include "math.cginc"
#ifndef __EYES_INC
#define __EYES_INC
#if defined(_GIMMICK_EYES_00)
float eyes00_distance_from_sphere(float3 p, float3 c, float r)
{
return length(p - c) - r;
}
float eyes00_map(float3 p)
{
float t = _Time.y;
float theta = sin(_Time[0]) / 2;
float2x2 rot = float2x2(
cos(theta), -sin(theta),
sin(theta), cos(theta));
float dist = 1000 * 1000 * 1000;
#define Y_STEPS 5
for (int y = 0; y < Y_STEPS; y++)
{
const int yy = y - Y_STEPS/2;
#define X_STEPS 5
for (int x = 0; x < X_STEPS; x++)
{
const int xx = x - X_STEPS/2;
float2 pp = float2(xx * 2, yy * 2);
pp = mul(rot, pp);
float radius = cos((x + y + _Time[0]) * 3.14159) * 0.5 + 1;
float sphere = eyes00_distance_from_sphere(p, float3(pp.x, pp.y, 0.0), radius);
dist = min(dist, sphere);
dist += sin(5.0 * pp.x) * sin(5.0 * pp.y) * 0.5;
}
}
return dist;
}
float3 eyes00_calc_normal(in float3 p)
{
const float3 small_step = float3(0.0001, 0.0, 0.0);
float gradient_x = eyes00_map(p + small_step.xyy) - eyes00_map(p - small_step.xyy);
float gradient_y = eyes00_map(p + small_step.yxy) - eyes00_map(p - small_step.yxy);
float gradient_z = eyes00_map(p + small_step.yyx) - eyes00_map(p - small_step.yyx);
float3 normal = float3(gradient_x, gradient_y, gradient_z);
return normalize(normal);
}
float3 __eyes00_march(float3 ro, float3 rd, inout float3 normal)
{
float total_distance_traveled = 0.0;
const float MINIMUM_HIT_DISTANCE = 0.001;
const float MAXIMUM_TRACE_DISTANCE = 1000.0;
#define EYES00_MARCH_STEPS 10
float distance_to_closest;
float3 current_position;
for (int i = 0; i < EYES00_MARCH_STEPS; i++)
{
current_position = ro + total_distance_traveled * rd;
distance_to_closest = eyes00_map(current_position);
if (distance_to_closest < MINIMUM_HIT_DISTANCE)
{
break;
}
if (total_distance_traveled > MAXIMUM_TRACE_DISTANCE)
{
break;
}
total_distance_traveled += distance_to_closest;
}
if (distance_to_closest < MINIMUM_HIT_DISTANCE) {
normal = eyes00_calc_normal(current_position);
return float3(1.0, 1.0, 1.0);
}
return float3(0, 0, 0);
}
float4 eyes00_march(float2 uv, inout float3 normal)
{
uv = uv * 2.0 - 1.0;
float3 camera_position = float3(0.0, 0.0, -5.0);
float3 ro = camera_position;
float3 rd = float3(uv.x, uv.y, 1.0);
float3 shaded_color = __eyes00_march(ro, rd, normal);
return float4(shaded_color, 1.0);
}
#endif // _GIMMICK_EYES_00
#if defined(_GIMMICK_EYES_01)
struct Eyes01PBR {
float4 albedo;
float3 normal;
};
float eyes01_map(float3 p)
{
return length(p) - .01;
}
float3 eyes01_calc_normal(in float3 p)
{
const float3 small_step = float3(0.0001, 0.0, 0.0);
float gradient_x = eyes01_map(p + small_step.xyy) - eyes01_map(p - small_step.xyy);
float gradient_y = eyes01_map(p + small_step.yxy) - eyes01_map(p - small_step.yxy);
float gradient_z = eyes01_map(p + small_step.yyx) - eyes01_map(p - small_step.yyx);
float3 normal = float3(gradient_x, gradient_y, gradient_z);
return normalize(normal);
}
void __eyes01_march(float3 ro, float3 rd, inout Eyes01PBR result)
{
float total_distance_traveled = 0.0;
const float MINIMUM_HIT_DISTANCE = 0.001;
const float MAXIMUM_TRACE_DISTANCE = 1000.0;
#define EYES01_MARCH_STEPS 50
float distance_to_closest;
float3 current_position;
for (int i = 0; i < EYES01_MARCH_STEPS; i++)
{
current_position = ro + total_distance_traveled * rd;
distance_to_closest = eyes01_map(current_position);
if (distance_to_closest < MINIMUM_HIT_DISTANCE)
{
break;
}
if (total_distance_traveled > MAXIMUM_TRACE_DISTANCE)
{
break;
}
total_distance_traveled += distance_to_closest;
}
if (distance_to_closest < MINIMUM_HIT_DISTANCE) {
result.normal = eyes01_calc_normal(current_position);
result.albedo = 1;
}
result.normal = float3(0, 0, 1); // doesn't matter
result.albedo = 0;
}
Eyes01PBR eyes01_march(v2f i)
{
Eyes01PBR result;
float3 cam_pos = _WorldSpaceCameraPos;
float3 ro = cam_pos;
float3 rd = normalize(i.worldPos - cam_pos);
float r_world = _Gimmick_Eyes01_Radius;
float3 o = -i.normal * r_world;
ro -= o;
__eyes01_march(ro, rd, result);
return result;
}
#endif // _GIMMICK_EYES_01
#if defined(_GIMMICK_EYES_02)
struct chaos_data
{
uint n; // degrees of symmetry
int p;
float a0;
float a1;
float a2;
float a3;
float a4;
complex z;
};
void iterate0(inout struct chaos_data d)
{
complex z_conj = cconjugate(d.z);
complex z_conj_n_1 = cpow(z_conj, d.n);
complex z_n = cpow(d.z, d.n);
complex next =
cmul((
complex(d.a0, 0) +
d.a1 * cmul(d.z, cconjugate(d.z)) +
complex(d.a2 * creal(z_n), 0) +
complex(0, d.a3)
),
d.z) +
d.a4 * z_conj_n_1;
d.z = next;
}
void iterate1(inout struct chaos_data d)
{
complex z_conj = cconjugate(d.z);
complex z_conj_n_1 = cpow(z_conj, d.n - 1);
complex z_n = cpow(d.z, d.n);
complex next =
(d.a0 +
d.a1 * (d.z.x * d.z.x - d.z.y * d.z.y) +
d.a2 * creal(z_n) +
d.a3 * creal(cmul(cpow((cdiv(d.z, abs(d.z))), d.n * d.p), abs(d.z)))) *
d.z +
d.a4 * (z_conj_n_1);
d.z = next;
}
// Return a number on (0, inf)
float get_chaos(in float2 uv, inout chaos_data d)
{
complex z = uv;
// Remap onto [-1, 1]
float scale = 2.0;
z = z * scale * 2 - scale;
d.z = z;
for (int i = 0; i < 6; i++) {
iterate0(d);
}
float l = d.z.x * d.z.x - d.z.y * d.z.y;
if (l < 1) {
float b = .1;
return b/l;
} else {
return 0;
}
}
float3 get_chaos_normal(in float2 uv, inout chaos_data d)
{
float2 small_step = float2(.0001, 0);
float dx = get_chaos(uv + small_step.xy, d) - get_chaos(uv, d);
float dz = get_chaos(uv + small_step.yx, d) - get_chaos(uv, d);
float dy = small_step.x;
float3 normal = float3(dx, dy, dz);
return UnityObjectToWorldNormal(normalize(normal));
}
bool eyes02_march(float2 uv, inout float3 normal)
{
float2 uv_scale = _Gimmick_Eyes02_UV_Adjust.xy;
float2 uv_center = _Gimmick_Eyes02_UV_Adjust.zw;
uv -= 0.5;
if (_Gimmick_Eyes02_UV_X_Symmetry) {
uv.x = abs(uv.x);
}
uv -= (uv_center - 0.5);
uv /= uv_scale;
uv += 0.5;
float t20 = _Time[0] * _Gimmick_Eyes02_Animate_Speed;
float t = _Time[1] * _Gimmick_Eyes02_Animate_Speed;
struct chaos_data d;
d.n = _Gimmick_Eyes02_N;
d.p = _Gimmick_Eyes02_N;
d.a0 = _Gimmick_Eyes02_A0;
d.a1 = _Gimmick_Eyes02_A1;
d.a2 = _Gimmick_Eyes02_A2;
d.a3 = _Gimmick_Eyes02_A3;
d.a4 = _Gimmick_Eyes02_A4;
if (_Gimmick_Eyes02_Animate) {
float effect = 1;
float e = _Gimmick_Eyes02_Animate_Strength;
if (round(effect) == 0) {
d.a0 += (sin(t * 1.1) * .01 + sin(t20 * 1.1) * .75) * e;
d.a1 += (sin(t * 1.3) * .01 + sin(t20 * 1.3) * .75) * e;
d.a2 += (sin(t * 1.7) * .01 + sin(t20 * 1.7) * 1) * e;
d.a3 += (sin(t * 1.9) * .01 + sin(t20 * 1.9) * .75) * e;
d.a4 += (sin(t * 2.3) * .02 + sin(t20 * 2.3) * .4) * e;
} else if (round(effect) == 1) {
d.a0 += (sin(t * 1.1) * .01 + sin(t20 * 1.1) * .75) * e;
d.a1 += (sin(t * 1.3) * .01 + sin(t20 * 1.3) * .75) * e;
d.a2 += (sin(t * 1.7) * .01 + sin(t20 * 1.7) * 1) * e;
d.a3 += (sin(t * 1.9) * .0005 + sin(t20 * 1.9) * .05) * e;
d.a4 += (sin(t * 2.3) * .02 + sin(t20 * 2.3) * 1) * e;
}
}
float c = get_chaos(uv, d);
c = exp(-c);
if (c < 1) {
normal = get_chaos_normal(uv, d);
}
bool is_ray_hit = (c < 1);
return is_ray_hit;
}
#endif // _GIMMICK_EYES_02
#endif // __EYES_INC