I'm trying to create a compute shader in Unity that performs raymarching. So far I have an SDF of a box and a ray generation / marching function all of which seems to work fine:
struct Ray {
float3 position;
float3 direction;
};
Ray CreateCameraRay(float2 uv) {
Ray ray;
ray.position = mul(CameraToWorld, float4(0, 0, 0, 1)).xyz;
ray.direction = mul(CameraInverseProjection, float4(uv, 0, 1)).xyz;
ray.direction = mul(CameraToWorld, float4(ray.direction, 0)).xyz;
ray.direction = normalize(ray.direction);
return ray;
}
float sdf_box (float3 p)
{
float3 c = float3(0.0f, 0.0f, 0.0f);
float3 s = float3(1.0f, 1.0f, 1.0f);
float x = max
( p.x - c.x - float3(s.x / 2., 0, 0),
c.x - p.x - float3(s.x / 2., 0, 0)
);
float y = max
( p.y - c.y - float3(s.y / 2., 0, 0),
c.y - p.y - float3(s.y / 2., 0, 0)
);
float z = max
( p.z - c.z - float3(s.z / 2., 0, 0),
c.z - p.z - float3(s.z / 2., 0, 0)
);
float d = x;
d = max(d,y);
d = max(d,z);
return d;
}
[numthreads(32,32,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
uint width, height;
Result.GetDimensions(width, height);
float2 uv = id.xy / float2(width, height) * 2.0 - 1.0;
Ray ray = CreateCameraRay(uv);
float4 colour = float4(0, 0, 0, 0);
bool cont = true;
int step = 0;
while (cont) {
step ;
float dist = sdf_box(ray.position);
ray.position = ray.direction * dist;
if (dist < 0.01f) {
colour = float4(ray.position, 0.0f);
}
cont = (dist > 0.01f) && (step < 500);
}
Result[id.xy] = colour;
}
The above code generates the following image:
The next step is to add a bit of lighting. To do this I need a surface normal function, which I've defined as:
float EPSILON = 0.001f;
float3 normal(float3 p) {
float2 e = float2(EPSILON, 0);
return normalize(float3(
sdf_box(p e.xyy) - sdf_box(p e.xyy),
sdf_box(p e.yxy) - sdf_box(p e.yxy),
sdf_box(p e.yyx) - sdf_box(p e.yyx))
);
}
Now, to check that the normal function is working properly I decided to draw the normal of each contact point on the box (by replacing colour = float4(ray.position, 0.0f);
with colour = float4(normal(ray.position), 0.0f)
. What I'm expecting is for 3 of the 6 face of the cube to be coloured red, green and blue (i.e. the top face should be green as it has a normal of (0, 1, 0)). However, what I get instead is a totally black cube:
This seems wrong. The normalize()
should mean that there is at least some colour if the normal generated is non-zero, which suggests to me that the normal of all the points is just (0, 0, 0). But this can't be right because nowhere in or on the cube has a surface normal of 0 (other than the centre point).
I've now tried 4 different normal evaluation functions which I've found online, NONE of which work. I'm seriously questioning my sanity at this point.
CodePudding user response:
Nevermind, I am stupid:
float EPSILON = 0.001f;
float3 normal(float3 p) {
float2 e = float2(EPSILON, 0);
return normalize(float3(
sdf_box(p e.xyy) - sdf_box(p e.xyy),
sdf_box(p e.yxy) - sdf_box(p e.yxy),
sdf_box(p e.yyx) - sdf_box(p e.yyx))
);
}
Should clearly be:
float EPSILON = 0.001f;
float3 normal(float3 p) {
float2 e = float2(EPSILON, 0);
return normalize(float3(
sdf_box(p e.xyy) - sdf_box(p - e.xyy),
sdf_box(p e.yxy) - sdf_box(p - e.yxy),
sdf_box(p e.yyx) - sdf_box(p - e.yyx))
);
}
In my defense, I wrote 3 different normal functions before this one which also didn't work.
EDIT: Strangely enough, after messing around a little bit more, the normal is always (0, 0, 0) when the above code is run, but not when the below code is run?
float3 normal(float3 p) {
float2 e = float2(0.001f, 0);
return normalize(float3(
sdf_box(p e.xyy) - sdf_box(p - e.xyy),
sdf_box(p e.yxy) - sdf_box(p - e.yxy),
sdf_box(p e.yyx) - sdf_box(p - e.yyx))
);
}
No idea why.