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skills/shader-dev/reference/ray-marching.md
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# Ray Marching Detailed Reference
This document serves as a detailed reference for the Ray Marching Skill, covering prerequisites, step-by-step tutorials, mathematical derivations, and advanced usage.
## Prerequisites
- **GLSL Basics**: uniforms, varyings, built-in functions (`mix`, `clamp`, `smoothstep`, `normalize`, `dot`, `cross`, `reflect`, `refract`)
- **Vector Math**: dot product, cross product, vector normalization, matrix multiplication
- **Coordinate Systems**: transformations from screen space to NDC to view space to world space
- **Basic Lighting Models**: diffuse (Lambertian), specular (Phong/Blinn-Phong)
## Implementation Steps in Detail
### Step 1: UV Coordinate Normalization and Ray Direction Computation
**What**: Convert pixel coordinates to normalized coordinates in the [-1,1] range, and compute the ray direction from the camera.
**Why**: This establishes the mapping from screen pixels to the 3D world. Dividing by `iResolution.y` preserves the aspect ratio; the z component controls the field of view.
```glsl
// Method A: Concise version (common for quick prototyping)
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
vec3 ro = vec3(0.0, 0.0, -3.0); // Ray origin (camera position)
vec3 rd = normalize(vec3(uv, 1.0)); // Ray direction, z=1.0 gives ~90° FOV
// Method B: Precise FOV control
vec2 xy = fragCoord - iResolution.xy / 2.0;
float z = iResolution.y / tan(radians(FOV) / 2.0); // FOV is adjustable: field of view in degrees
vec3 rd = normalize(vec3(xy, -z));
```
### Step 2: Building the Camera Matrix (Look-At)
**What**: Construct a view matrix from the camera position, target point, and up direction, then transform the view-space ray direction into world space.
**Why**: Without a camera matrix, the ray direction is fixed along -Z. With a Look-At matrix, the camera can be freely positioned and rotated.
```glsl
mat3 setCamera(vec3 ro, vec3 ta, float cr) {
vec3 cw = normalize(ta - ro); // Forward direction
vec3 cp = vec3(sin(cr), cos(cr), 0.0); // Up reference (cr controls roll)
vec3 cu = normalize(cross(cw, cp)); // Right direction
vec3 cv = cross(cu, cw); // Up direction
return mat3(cu, cv, cw);
}
// Usage:
mat3 ca = setCamera(ro, ta, 0.0);
vec3 rd = ca * normalize(vec3(uv, FOCAL_LENGTH)); // FOCAL_LENGTH adjustable: 1.0~3.0, larger = narrower FOV
```
### Step 3: Defining the Scene SDF
**What**: Write a function that returns the signed distance from any point in space to the nearest surface.
**Why**: The SDF is the core of Ray Marching — it simultaneously defines geometry and step distance.
```glsl
// --- Basic SDF Primitives ---
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
}
float sdTorus(vec3 p, vec2 t) {
return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
}
// --- CSG Boolean Operations ---
float opUnion(float a, float b) { return min(a, b); }
float opSubtraction(float a, float b) { return max(a, -b); }
float opIntersection(float a, float b) { return max(a, b); }
// --- Smooth Boolean Operations (organic blending) ---
float smin(float a, float b, float k) {
float h = max(k - abs(a - b), 0.0);
return min(a, b) - h * h * 0.25 / k; // k adjustable: blend radius, 0.1~0.5
}
// --- Spatial Transforms ---
// Translation: apply inverse translation to the sample point
// Rotation: multiply the sample point by a rotation matrix
// Scaling: p /= s, result *= s
// --- Scene Composition Example ---
float map(vec3 p) {
float d = sdSphere(p - vec3(0.0, 0.5, 0.0), 0.5); // Sphere
d = opUnion(d, p.y); // Add ground plane
d = smin(d, sdBox(p - vec3(1.0, 0.3, 0.0), vec3(0.3)), 0.2); // Smooth blend with box
return d;
}
```
### Step 4: Core Ray Marching Loop
**What**: Iteratively step along the ray direction, using the SDF value at each step to determine the advance distance, and check whether the ray has hit a surface or exceeded the maximum range.
**Why**: Sphere Tracing guarantees that each step advances the maximum safe distance (without penetrating surfaces), taking large steps in open areas and automatically slowing down near surfaces.
```glsl
#define MAX_STEPS 128 // Adjustable: max step count, 64~256, more = more precise but slower
#define MAX_DIST 100.0 // Adjustable: max travel distance
#define SURF_DIST 0.001 // Adjustable: surface hit threshold, 0.0001~0.01
float rayMarch(vec3 ro, vec3 rd) {
float t = 0.0;
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + t * rd;
float d = map(p);
if (d < SURF_DIST) return t; // Surface hit
t += d;
if (t > MAX_DIST) break; // Out of range
}
return -1.0; // No hit
}
```
### Step 5: Normal Estimation
**What**: Compute the surface normal at the hit point using the numerical gradient of the SDF.
**Why**: Normals are the foundation of lighting calculations. The gradient direction of the SDF is the surface normal direction.
```glsl
// Method A: Central differences (6 SDF calls, straightforward)
vec3 calcNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0); // e.x adjustable: differentiation step size
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
// Method B: Tetrahedron trick (4 SDF calls, prevents compiler inline bloat, recommended)
vec3 calcNormal(vec3 pos) {
vec3 n = vec3(0.0);
for (int i = 0; i < 4; i++) {
vec3 e = 0.5773 * (2.0 * vec3((((i+3)>>1)&1), ((i>>1)&1), (i&1)) - 1.0);
n += e * map(pos + 0.001 * e);
}
return normalize(n);
}
```
### Step 6: Lighting and Shading
**What**: Compute Phong lighting (ambient + diffuse + specular) at the hit point.
**Why**: Give SDF surfaces realistic shading with highlights and shadow gradients.
```glsl
vec3 shade(vec3 p, vec3 rd) {
vec3 nor = calcNormal(p);
vec3 lightDir = normalize(vec3(0.6, 0.35, 0.5)); // Light direction (adjustable)
vec3 viewDir = -rd;
vec3 halfDir = normalize(lightDir + viewDir);
// Diffuse
float diff = clamp(dot(nor, lightDir), 0.0, 1.0);
// Specular
float spec = pow(clamp(dot(nor, halfDir), 0.0, 1.0), SHININESS); // SHININESS adjustable: 8~64
// Ambient + sky light
float sky = sqrt(clamp(0.5 + 0.5 * nor.y, 0.0, 1.0));
vec3 col = vec3(0.2, 0.2, 0.25); // Material base color (adjustable)
vec3 lin = vec3(0.0);
lin += diff * vec3(1.3, 1.0, 0.7) * 2.2; // Main light
lin += sky * vec3(0.4, 0.6, 1.15) * 0.6; // Sky light
lin += vec3(0.25) * 0.55; // Fill light
col *= lin;
col += spec * vec3(1.3, 1.0, 0.7) * 5.0; // Specular highlight
return col;
}
```
### Step 7: Post-Processing (Gamma Correction and Tone Mapping)
**What**: Convert linear lighting results to sRGB space and apply tone mapping to prevent overexposure.
**Why**: GPU computations are done in linear space, but displays require gamma-corrected values. Tone mapping compresses HDR values into the [0,1] range.
```glsl
// Gamma correction
col = pow(col, vec3(0.4545)); // i.e., 1/2.2
// Optional: Reinhard tone mapping (before gamma)
col = col / (1.0 + col);
// Optional: Vignette
vec2 q = fragCoord / iResolution.xy;
col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.25);
```
## Common Variants in Detail
### 1. Volumetric Ray Marching
**Difference from the basic version**: Instead of finding a surface intersection, the ray advances in **fixed steps**, accumulating density/color at each step. Used for flames, smoke, and clouds.
**Key modified code**:
```glsl
#define VOL_STEPS 150 // Adjustable: volume sample count
#define VOL_STEP_SIZE 0.05 // Adjustable: step size
// Density field (built with FBM noise)
float fbmDensity(vec3 p) {
float den = 0.2 - p.y; // Base height falloff
vec3 q = p - vec3(0.0, 1.0, 0.0) * iTime;
float f = 0.5000 * noise(q); q = q * 2.02 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.2500 * noise(q); q = q * 2.03 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.1250 * noise(q); q = q * 2.01 - vec3(0.0, 1.0, 0.0) * iTime;
f += 0.0625 * noise(q);
return den + 4.0 * f;
}
// Volumetric marching main function
vec3 volumetricMarch(vec3 ro, vec3 rd) {
vec4 sum = vec4(0.0);
float t = 0.05;
for (int i = 0; i < VOL_STEPS; i++) {
vec3 pos = ro + t * rd;
float den = fbmDensity(pos);
if (den > 0.0) {
den = min(den, 1.0);
vec3 col = mix(vec3(1.0, 0.5, 0.05), vec3(0.48, 0.53, 0.5),
clamp(pos.y * 0.5, 0.0, 1.0)); // Fire-to-smoke color gradient
col *= den;
col.a = den * 0.6;
col.rgb *= col.a;
sum += col * (1.0 - sum.a); // Front-to-back compositing
if (sum.a > 0.99) break; // Early exit
}
t += VOL_STEP_SIZE;
}
return clamp(sum.rgb, 0.0, 1.0);
}
```
### 2. CSG Scene Construction (Constructive Solid Geometry)
**Difference from the basic version**: Combines multiple SDF primitives using `min` (union), `max` (intersection), and `max(a,-b)` (subtraction), along with rotation/translation transforms to create complex mechanical parts.
**Key modified code**:
```glsl
float sceneSDF(vec3 p) {
p = rotateY(iTime * 0.5) * p; // Rotate entire scene
float sphere = sdSphere(p, 1.2);
float cube = sdBox(p, vec3(0.9));
float cyl = sdCylinder(p, vec2(0.4, 2.0)); // Vertical cylinder
float cylX = sdCylinder(p.yzx, vec2(0.4, 2.0)); // X-axis cylinder (swizzled)
float cylZ = sdCylinder(p.xzy, vec2(0.4, 2.0)); // Z-axis cylinder
// Sphere ∩ Cube - three-axis cylinders = nut shape
return opSubtraction(
opIntersection(sphere, cube),
opUnion(cyl, opUnion(cylX, cylZ))
);
}
```
### 3. Physically-Based Volumetric Scattering
**Difference from the basic version**: Uses physically correct extinction coefficients, scattering coefficients, and transmittance formulas, with volumetric shadows (marching toward the light source to compute transmittance). Based on Frostbite engine's energy-conserving integration formula.
**Key modified code**:
```glsl
void getParticipatingMedia(out float sigmaS, out float sigmaE, vec3 pos) {
float heightFog = 0.3 * clamp((7.0 - pos.y), 0.0, 1.0); // Height fog
sigmaS = 0.02 + heightFog; // Scattering coefficient
sigmaE = max(0.000001, sigmaS); // Extinction coefficient (includes absorption)
}
// Energy-conserving scattering integral (Frostbite improved version)
vec3 S = lightColor * sigmaS * phaseFunction() * volShadow; // Incoming light
vec3 Sint = (S - S * exp(-sigmaE * stepLen)) / sigmaE; // Integrate current step
scatteredLight += transmittance * Sint; // Accumulate
transmittance *= exp(-sigmaE * stepLen); // Update transmittance
```
### 4. Glow Accumulation
**Difference from the basic version**: During the Ray March loop, additionally tracks the closest distance from the ray to the surface `dM`. Even without a hit, this produces a glow effect. Commonly used for glowing spheres and plasma.
**Key modified code**:
```glsl
vec2 rayMarchWithGlow(vec3 ro, vec3 rd) {
float t = 0.0;
float dMin = MAX_DIST; // Track minimum distance
for (int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + t * rd;
float d = map(p);
if (d < dMin) dMin = d; // Update closest distance
if (d < SURF_DIST) break;
t += d;
if (t > MAX_DIST) break;
}
return vec2(t, dMin);
}
// Add glow based on dMin during shading
float glow = 0.02 / max(dMin, 0.001); // Closer = brighter
col += glow * vec3(1.0, 0.8, 0.9);
```
### 5. Refraction and Bidirectional Marching (Interior Marching)
**Difference from the basic version**: After hitting a surface, computes the refraction direction and marches **inside the object in reverse** (negating the SDF) to find the exit point. Can achieve glass, water, and liquid metal effects.
**Key modified code**:
```glsl
// Bidirectional marching: determine SDF sign based on whether the origin is inside or outside
float castRay(vec3 ro, vec3 rd) {
float sign = (map(ro) < 0.0) ? -1.0 : 1.0; // Negate distance if inside
float t = 0.0;
for (int i = 0; i < 120; i++) {
float h = sign * map(ro + rd * t);
if (abs(h) < 0.0001 || t > 12.0) break;
t += h;
}
return t;
}
// Refraction: after hitting the outer surface, march inside along the refracted direction
vec3 refDir = refract(rd, nor, IOR); // IOR adjustable: index of refraction, e.g., 0.9
float t2 = 2.0;
for (int i = 0; i < 50; i++) {
float h = map(hitPos + refDir * t2);
t2 -= h; // Reverse marching (from inside outward)
if (abs(h) > 3.0) break;
}
vec3 nor2 = calcNormal(hitPos + refDir * t2); // Exit point normal
```
## Performance Optimization in Detail
### 1. Reducing SDF Call Count
- Use the tetrahedron trick for normal computation (4 calls instead of 6 with central differences)
- Use `min(iFrame,0)` as the loop start value to prevent the compiler from unrolling and inlining map() multiple times
### 2. Bounding Box Acceleration
Perform AABB ray intersection before marching to skip empty regions:
```glsl
vec2 tb = iBox(ro - center, rd, halfSize);
if (tb.x < tb.y && tb.y > 0.0) { /* Only march inside the box */ }
```
### 3. Adaptive Precision
- Scale the hit threshold with distance: `SURF_DIST * (1.0 + t * 0.1)` — distant surfaces don't need high precision
- Clamp step size: `t += clamp(h, 0.01, 0.2)` — prevent individual steps from being too large or too small
### 4. Early Exit
- In volume rendering: `if (sum.a > 0.99) break;` — stop immediately when opaque
- In shadow computation: `if (res < 0.004) break;` — stop when fully occluded
### 5. Reducing map() Complexity
- Use simplified SDFs for distant objects
- First test with a cheap bounding SDF; only compute the expensive precise SDF when `sdBox(p, bound) < currentMin`
### 6. Anti-Aliasing
- Supersampling (AA=2 means 2x2 sampling, 4 rays per pixel), but at 4x performance cost
- In volume rendering, use dithering instead of supersampling to reduce banding artifacts
## Combination Suggestions in Detail
### 1. Ray Marching + FBM Noise
Use fractal noise to perturb SDF surfaces for terrain and rock textures, or build volumetric density fields to render clouds/smoke.
### 2. Ray Marching + Domain Warping
Apply spatial distortions (twist, bend, repeat) to sample points to create infinitely repeating corridors or twisted surreal geometry.
### 3. Ray Marching + PBR Materials
SDF provides geometry; combine with Cook-Torrance BRDF, environment map reflections, and Fresnel terms for realistic metal/dielectric materials.
### 4. Ray Marching + Post-Processing
Multi-pass architecture: the first Buffer performs Ray Marching and outputs color + depth (stored in the alpha channel); the second pass applies depth of field (DOF), motion blur, and tone mapping.
### 5. Ray Marching + Procedural Animation
Drive SDF primitive positions/sizes/blend coefficients with time parameters, combined with easing functions (smoothstep, parabolic) to create character animations without a skeletal system.