Created
August 23, 2019 13:13
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using System.Security.Cryptography.X509Certificates; | |
using UnityEditor; | |
using UnityEngine; | |
namespace SDFr | |
{ | |
public class GradientBaker : MonoBehaviour | |
{ | |
public Texture3D sdfTexture; | |
public float Sphere(Vector3 p, float r) { | |
return p.magnitude - r ; | |
} | |
public float Box(Vector2 p, Vector2 b) { | |
var d = new Vector2(Mathf.Abs(p.x),Mathf.Abs(p.y)) - b; | |
return Vector2.Max(d, Vector2.zero).magnitude + Mathf.Min(Mathf.Max(d.x, d.y), 0f); | |
} | |
public float Distance(int xx, int yy, int zz) | |
{ | |
//Example synthetic distance fields | |
//float x = (float) xx / sdfTexture.width; | |
//float y = (float) yy / sdfTexture.height; | |
//float z = (float) zz / sdfTexture.depth; | |
//return Mathf.Min(Box(new Vector2(x,y), new Vector2(.2f,.2f)), Circle(new Vector2(x+.5f, y), .2f)); | |
//return Mathf.Min(Sphere(new Vector3(x-.5f, y, z), .3f), Sphere(new Vector3(x+.5f, y, z), .3f)); | |
return sdfTexture.GetPixel(xx, yy, zz, 0).r; | |
} | |
[ContextMenu("Bake")] | |
public void Bake() | |
{ | |
Texture3D outTexture = new Texture3D(sdfTexture.width, sdfTexture.height, sdfTexture.depth, TextureFormat.RGBAFloat, false); | |
//var center = new Vector3(sdfTexture.width/2f, sdfTexture.height/2f, sdfTexture.depth/2f); | |
for (int z = 0; z < sdfTexture.depth; z++) | |
{ | |
for (int y = 0; y < sdfTexture.height; y++) | |
{ | |
for (int x = 0; x < sdfTexture.width; x++) | |
{ | |
var normal = new Vector3(); | |
//var toCenter = (new Vector3(x, y, z) - center).normalized; | |
normal.x = Distance(x - 1, y, z) - Distance(x + 1, y, z); | |
normal.y = Distance(x, y - 1, z) - Distance(x, y + 1, z); | |
normal.z = Distance(x, y, z - 1) - Distance(x, y, z + 1); | |
//var tangent = Vector3.Cross(normal, toCenter); | |
//var tangent = normal - center; | |
if (x % 8 == 0 && y % 8 == 0 && z % 8 == 0) | |
{ | |
Debug.Log(Distance(x - 1, y, z) - Distance(x + 1, y, z)); | |
Debug.Log($@"{x},{y},{z}: {normal.x},{normal.y},{normal.z}"); | |
} | |
outTexture.SetPixel(x, y, z, new Color(normal.x, normal.y, normal.z)); | |
} | |
} | |
} | |
outTexture.Apply(); | |
AssetDatabase.CreateAsset(outTexture, "Assets/gradient.asset"); | |
} | |
} | |
} |
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