show some love to hyper

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ntr committed 2022-05-12 17:08:35 +10:00
1 parent 6da13bac1c
commit 15c8fce77c
52 files changed
+4091 -2008

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using UnityEngine;
public class GradientExplorer : MonoBehaviour {
[SerializeField] private Material mat;
[SerializeField] private Vector2 pos;
[SerializeField] private float scale;
[SerializeField] private float angle;
private Vector2 smoothPos;
private float smoothScale;
private float smoothAngle;
void FixedUpdate() {
HandleUserInput();
UpdateShader();
}
private void HandleUserInput() {
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0f) {
scale = Mathf.Max(scale *= 0.9f, 0.0002f);
} else if (scroll < 0f) {
scale *= 1.1f;
scale = Mathf.Min(scale *= 1.1f, 10.0f);
}
if (Input.GetKey(KeyCode.Q)) {
angle -= 0.01f;
} else if (Input.GetKey(KeyCode.E)) {
angle += 0.01f;
}
Vector2 dir = new Vector2(0.01f * scale, 0);
float s = Mathf.Sin(angle);
float c = Mathf.Cos(angle);
dir = new Vector2(dir.x * c, dir.x * s);
if (Input.GetKey(KeyCode.A)) {
pos -= dir;
} else if (Input.GetKey(KeyCode.D)) {
pos += dir;
}
dir = new Vector2(-dir.y, dir.x);
if (Input.GetKey(KeyCode.W)) {
pos += dir;
} else if (Input.GetKey(KeyCode.S)) {
pos -= dir;
}
}
private void UpdateShader() {
smoothPos = Vector2.Lerp(smoothPos, pos, 0.03f);
smoothScale = Mathf.Lerp(smoothScale, scale, 0.03f);
smoothAngle = Mathf.Lerp(smoothAngle, angle, 0.03f);
float aspect = (float) Screen.width / Screen.height;
float scaleX = smoothScale;
float scaleY = smoothScale;
if (aspect > 1f) {
scaleY /= aspect;
} else {
scaleX *= aspect;
}
mat.SetVector("_Area", new Vector4(smoothPos.x, smoothPos.y, scaleX, scaleY));
mat.SetFloat("_Angle", smoothAngle);
}
}
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Shader "Kaiju/Julia"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Iterations("Iterations", range(0, 555)) = 255
_Pan("Pan", vector) = (0.5, 0.0, 0.0, 0.0)
_Zoom("Zoom", range(0, 4)) = 3
_Aspect("Aspect", range(0, 4)) = 1
_JuliaSeed("JuliaSeed", vector) = (0.39, -0.2, 0.0, 0.0)
_Colors("Colors", vector) = (3.0, 4.0, 5.0, 0.0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
// #pragma enable_d3d11_debug_symbols
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float _Iterations;
float2 _Pan;
float _Zoom;
float _Aspect;
float2 _JuliaSeed;
float3 _Colors;
float ComputeValue(float2 v, float2 offset) {
float vxsquare = 0;
float vysquare = 0;
float iteration = 0;
float lastIteration = _Iterations;
do {
vxsquare = v.x * v.x;
vysquare = v.y * v.y;
v = float2(vxsquare - vysquare, v.x * v.y * 2) + offset;
iteration++;
if ((lastIteration == _Iterations) && (vxsquare + vysquare) > 4.0) {
lastIteration = iteration + 1;
}
} while (iteration < lastIteration);
return (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_Iterations);
}
float4 Mandelbrot_PixelShader(float2 texCoord : TEXCOORD0) : COLOR0 {
float2 v = (texCoord - 0.5) * _Zoom * float2(1, _Aspect) - _Pan;
float val = ComputeValue(v, v);
return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
}
float4 Julia_PixelShader(float2 texCoord : TEXCOORD0) : COLOR0 {
_JuliaSeed = float2(sin(_Time.y), cos(_Time.y));
float2 v = (texCoord - 0.5) * _Zoom * float2(1, _Aspect) - _Pan;
float val = ComputeValue(v, _JuliaSeed);
return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
}
float4 frag (v2f i) : SV_Target {
// return Julia_PixelShader(i.uv);
return Mandelbrot_PixelShader(i.uv);
}
ENDCG
}
}
}
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Shader "Kaiju/NtrJulia"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
// _Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (0.5, 0.5, 0.5, 0.0)
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
float _Angle;
float _Speed;
float _Symmetry;
float _EscapeRadius;
int _MaxIter;
sampler2D _MainTex;
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
int _SpectrumSize;
fixed4 frag (v2f i) : SV_Target {
// float2 uv = i.uv - 0.5;
// float2 offset = _Area.xy + uv * _Area.zw;
// float r = _EscapeRadius;
// float r2 = r*r;
// float2 c = _Area.xy + uv * _Area.zw;
float2 uv = i.uv - 0.5;
uv = abs(uv);
uv = lerp(i.uv - 0.5, uv, _Symmetry);
float2 c = _Area.xy + uv * _Area.zw;
// cool modulation
float time = _Time.y;
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
// float r = lerp(2.0, 200, bass);
float maxIterations = lerp(5.0, 200, bass);
// float speed = sub * -scale;
// float maxIterations = _MaxIter;
float r = _EscapeRadius;
float speed = _Speed;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < maxIterations; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
// escaping?
if (distance(z, float2(0,0)) > r)
break;
}
if (iter >= maxIterations) {
return 0;
}
float val = iter / float(maxIterations);
float band = (float(iter) % _SpectrumSize) / _SpectrumSize;
float smooth = (float(iter) - (log(log(sqrt(z.x * z.x + z.y * z.y))) / log(2.0))) / float(maxIterations);
// // distance
// float dist = length(z); // distance from origin
// // d(c) = |Z|·log|Z|/|Z'|
// float d = 0.5*sqrt(dot(z,z)/dot(zNext,zNext))*log(dot(z,z));
// return d;
float4 col = tex2D(_ThemeTexture, smooth * highs);
return col;
// return float4(sin(val), sin(val), sin(val), 1);
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}
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