2D_SDF.cginc 2.2 KB

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  1. #ifndef SDF_2D
  2. #define SDF_2D
  3. float circle(float2 _samplePosition, float _radius){
  4. return length(_samplePosition) - _radius;
  5. }
  6. float rectanlge(float2 _samplePosition, float _width, float _height){
  7. float2 d = abs(_samplePosition) - float2(_width, _height) / 2.0;
  8. float sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
  9. return sdf;
  10. }
  11. //Credit: https://www.shadertoy.com/view/XdXcRB | MIT License
  12. float ndot(float2 a, float2 b ) { return a.x*b.x - a.y*b.y; }
  13. float sdRhombus(float2 p, float2 b) {
  14. float2 q = abs(p);
  15. float h = clamp((-2.0*ndot(q,b)+ndot(b,b))/dot(b,b),-1.0,1.0);
  16. float d = length( q - 0.5*b*float2(1.0-h,1.0+h) );
  17. return d * sign( q.x*b.y + q.y*b.x - b.x*b.y );
  18. }
  19. //EndCredit
  20. //Credit: https://www.shadertoy.com/view/MldcD7 | MIT License
  21. float sdTriangleIsosceles(float2 p, float2 q )
  22. {
  23. p.x = abs(p.x);
  24. float2 a = p - q*clamp( dot(p,q)/dot(q,q), 0.0, 1.0 );
  25. float2 b = p - q*float2( clamp( p.x/q.x, 0.0, 1.0 ), 1.0 );
  26. float s = -sign( q.y );
  27. float2 d = min( float2( dot(a,a), s*(p.x*q.y-p.y*q.x) ), float2( dot(b,b), s*(p.y-q.y) ));
  28. return -sqrt(d.x)*sign(d.y);
  29. }
  30. //EndCredit
  31. //Credit: https://www.shadertoy.com/view/3tSGDy | MIT License
  32. float sdNStarPolygon(in float2 p, in float r, in float n, in float m) // m=[2,n]
  33. {
  34. float an = 3.141593/float(n);
  35. float en = 3.141593/m;
  36. float2 acs = float2(cos(an),sin(an));
  37. float2 ecs = float2(cos(en),sin(en));
  38. float bn = abs(atan2(p.x, p.y)) % (2.0*an) - an;
  39. p = length(p)*float2(cos(bn),abs(sin(bn)));
  40. p -= r*acs;
  41. p += ecs*clamp( -dot(p,ecs), 0.0, r*acs.y/ecs.y);
  42. return length(p)*sign(p.x);
  43. }
  44. //EndCredit
  45. float sampleSdf(float _sdf, float _offset){
  46. float sdf = saturate(-_sdf * _offset);
  47. return sdf;
  48. }
  49. float sampleSdfStrip(float _sdf, float _stripWidth, float _offset){
  50. float l = (_stripWidth+1.0/_offset)/2.0;
  51. return saturate((l-distance(-_sdf,l))*_offset);
  52. }
  53. float sdfUnion(float _a, float _b){
  54. return max(_a, _b);
  55. }
  56. float sdfIntersection(float _a, float _b){
  57. return min(_a, _b);
  58. }
  59. float sdfDifference(float _a, float _b)
  60. {
  61. return max(_a, -_b);
  62. }
  63. float map(float val, float low1, float high1, float low2, float high2){
  64. return low2 + (val - low1) * (high2 - low2) / (high1 - low1);
  65. }
  66. #endif