# Begin ray marching in unreal engine 4【第三卷:更多图形更复杂的光照】
先上效果吧:
![img](raymarchinginunreal_3.assets/v2-b4b172f1fd12e79c1760fe1eeb345820_b.jpg)
看了前面两节的话就能很好理解了。这一版我是用的最老版本的UnrealShaderToyPlugin制作的。
![img](raymarchinginunreal_3.assets/v2-95b8161ad212e699f307ac7aa2b76c50_hd.jpg)
如果你也想加入使用UnrealShaderToy的话那就加群吧,群号在目录简介那个贴子。
![img](raymarchinginunreal_3.assets/v2-5dfa9bfac65de1d93a112ee1051f2114_hd.jpg)
下面就直接上代码了
```text
#define AA 1 // make this 1 is your machine is too slow
//------------------------------------------------------------------
float sdPlane( float3 p )
{
return p.y;
}
float sdSphere( float3 p, float s )
{
return length(p)-s;
}
float sdBox( float3 p, float3 b )
{
float3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in float3 p, in float3 r )
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
}
float udRoundBox( float3 p, float3 b, float r )
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( float3 p, float2 t )
{
return length( float2(length(p.xz)-t.x,p.y) )-t.y;
}
float sdHexPrism( float3 p, float2 h )
{
float3 q = abs(p);
#if 0
return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x);
#else
float d1 = q.z-h.y;
float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x;
return length(max(float2(d1,d2),0.0)) + min(max(d1,d2), 0.);
#endif
}
float sdCapsule( float3 p, float3 a, float3 b, float r )
{
float3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
float sdEquilateralTriangle( in float2 p )
{
const float k = 1.73205;//sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = float2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
return -length(p)*sign(p.y);
}
float sdTriPrism( float3 p, float2 h )
{
float3 q = abs(p);
float d1 = q.z-h.y;
#if 1
// distance bound
float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
#else
// correct distance
h.x *= 0.866025;
float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x;
#endif
return length(max(float2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( float3 p, float2 h )
{
float2 d = abs(float2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in float3 p, in float3 c )
{
float2 q = float2( length(p.xz), p.y );
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
return length(max(float2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in float3 p, in float h, in float r1, in float r2 )
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
return length(max(float2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(float3 p, float3 h )
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - float3(0,-2.0*h.z,0), float3(2.0*h.z,2.0*h.z,2.0*h.z) );
float d = 0.0;
d = max( d, abs( dot(p, float3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, float3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, float3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, float3( 0, h.y,-h.x )) ));
float octa = d - h.z;
return max(-box,octa);
}
float Distance2( float2 p )
{
return sqrt( p.x*p.x + p.y*p.y );
}
float length6( float2 p )
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
}
float length8( float2 p )
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
}
float sdTorus82( float3 p, float2 t )
{
float2 q = float2(Distance2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( float3 p, float2 t )
{
float2 q = float2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( float3 p, float2 h )
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
{
return max(-d2,d1);
}
float2 opU( float2 d1, float2 d2 )
{
return (d1.x0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
{
float precis = 0.0005*t;
float2 res = map( ro+rd*t );
if( res.xtmax ) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return float2( t, m );
}
float calcSoftshadow( in float3 ro, in float3 rd, in float mint, in float tmax )
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
}
return clamp( res, 0.0, 1.0 );
}
float3 calcNormal( in float3 pos )
{
float2 e = float2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
/*
float3 eps = float3( 0.0005, 0.0, 0.0 );
float3 nor = float3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
return normalize(nor);
*/
}
float calcAO( in float3 pos, in 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 ).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in float2 p )
{
// filter kernel
float2 w = fwidth(p) + 0.001;
// analytical integral (box filter)
float fract = (p-0.5*w)*0.5 - floor((p-0.5*w)*0.5);
float2 i = 2.0*(abs(fract-0.5)-abs(fract-0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
}
float3 render( in float3 ro, in float3 rd )
{
float3 col = float3(0.7, 0.9, 1.0) +rd.y*0.8;
float2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
{
float3 pos = ro + t*rd;
float3 nor = calcNormal( pos );
float3 ref = reflect( rd, nor );
// material
col = 0.45 + 0.35*sin( float3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
{
float f = checkersGradBox( 5.0*pos.xz );
col = 0.3 + f*float3(0.1,0.1,0.1);
}
// lighitng
float occ = calcAO( pos, nor );
float3 lig = normalize( float3(-0.4, 0.7, -0.6) );
float3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(float3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
float3 lin = float3(0.0,0.0,0.0);
lin += 1.30*dif*float3(1.00,0.80,0.55);
lin += 0.40*amb*float3(0.40,0.60,1.00)*occ;
lin += 0.50*dom*float3(0.40,0.60,1.00)*occ;
lin += 0.50*bac*float3(0.25,0.25,0.25)*occ;
lin += 0.25*fre*float3(1.00,1.00,1.00)*occ;
col = col*lin;
col += 10.00*spe*float3(1.00,0.90,0.70);
col = lerp( col, float3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
}
return float3( clamp(col,0.0,1.0) );
}
mat3 setCamera( in float3 ro, in float3 ta, float cr )
{
float3 cw = normalize(ta-ro);
float3 cp = float3(sin(cr), cos(cr),0.0);
float3 cu = normalize( cross(cw,cp) );
float3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
}
void mainImage(in float2 fragCoord )
{
float4 fragColor;
float2 mo = float2(1,1)/iResolution.xy;
float2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;
// camera
float3 ro = float3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
// render
float3 col = render( ro, rd );
fragColor = float4( col, 1.0 );
return fragColor;
}
```
其实你仔细观察,这个也是和我之前第二章的代码框架符合的,只是这里面填充了更多东西罢了。
发布于 2018-05-13