show some love to hyper

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

No files matched your search

@@ -0,0 +1,98 @@
Shader "Explorer/Mandelbrot"
{
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
}
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;
float3 _Colors;
// float _Speed;
int _MaxIter;
float _EscapeRadius;
sampler2D _MainTex;
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 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < _MaxIter; 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;
// Bounded?
if (distance(z, float2(0,0)) > r)
break;
}
float val = iter / float(_MaxIter);
return float4(val, val, val, 1);
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
}
}
}