show some love to hyper

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ntr committed 2022-05-12 17:08:35 +10:00
1 parent 5b1cb3648e
commit 1cd325e3b9
52 files changed
+4091 -2008

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+28 -9
View File
@@ -11,6 +11,7 @@ public class ThemeShaderBinder : MonoBehaviour
private Texture2D _texture;
private Color[] _colorCache;
private int textureSize = 128;
private Gradient _theme;
private void Start() {
if (preferences == null) {
@@ -24,20 +25,38 @@ public class ThemeShaderBinder : MonoBehaviour
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(textureSize, 1);
_colorCache = new Color[textureSize];
_texture.name = $"ThemeTexture{textureSize}";
public Color DecomposeHdrColor(Color linearColorHdr) {
var maxColorComponent = linearColorHdr.maxColorComponent;
float scaleFactor = 191f / maxColorComponent;
float exposure = Mathf.Log(255f / scaleFactor) / Mathf.Log(2f);
float factor = 1f / exposure;
if (exposure <= 1f) {
return linearColorHdr;
}
float r = linearColorHdr.r * factor;
float g = linearColorHdr.g * factor;
float b = linearColorHdr.b * factor;
return new Color(r, g, b, linearColorHdr.a);
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
if (_theme == preferences.Theme()) return;
Debug.Log("Reinitialising Theme texture...");
_texture = new Texture2D(textureSize, 1);
_theme = preferences.Theme();
_colorCache = new Color[textureSize];
_texture.name = $"ThemeTexture{textureSize}";
_texture.wrapMode = TextureWrapMode.Clamp;
Gradient theme = preferences.Theme();
for (int i = 0; i < textureSize; i++) {
_colorCache[i] = theme.Evaluate((float)i / (float)textureSize);
// Color decomposed = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
if (_theme == null) return;
Color color = _theme.Evaluate((float)i / (float)textureSize);
_colorCache[i] = color;
}
_texture.SetPixels(_colorCache);
+3 -3
View File
@@ -175,8 +175,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
themeList:
- serializedVersion: 2
key0: {r: 26.3776, g: 309.3669, b: 4.859157, a: 1}
key1: {r: 126.05752, g: 3.8471742, b: 309.36697, a: 1}
key0: {r: 0.53333336, g: 5.992157, b: 0.09411765, a: 1}
key1: {r: 2.447059, g: 0.09411765, b: 5.992157, a: 1}
key2: {r: 351.8145, g: 6.4422274, b: 53.29756, a: 1}
key3: {r: 1758.3425, g: 931.0832, b: 500.16418, a: 1}
key4: {r: 0, g: 0, b: 0, a: 0}
@@ -1355,7 +1355,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
themeSelector: {fileID: 7285044980238930537}
data:
themeIndex: 2
themeIndex: 0
--- !u!1 &5305278009141335879
GameObject:
m_ObjectHideFlags: 0
@@ -1,133 +0,0 @@
Shader "Kaiju/Julia"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaxIterations("Max 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, 3.0, 3.0, 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 _MaxIterations;
float2 _Pan;
float _Zoom;
float _Aspect;
float2 _JuliaSeed;
float3 _Colors;
float ComputeValue(float2 v, float2 offset) {
float vxsquare = 0;
float vysquare = 0;
float iteration;
for (iteration = 0; iteration < _MaxIterations; iter++) {
}
// do {
// vxsquare = v.x * v.x;
// vysquare = v.y * v.y;
// v = float2(vxsquare - vysquare, v.x * v.y * 2) + offset;
// iteration++;
// if ((lastIteration == _MaxIterations) && (vxsquare + vysquare) > 4.0) {
// lastIteration = iteration + 1;
// }
// } while (iteration < lastIteration);
// return (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIterations);
}
// for each pixel (Px, Py) on the screen do
// x0 := scaled x coordinate of pixel (scaled to lie in the Mandelbrot X scale (-2.5, 1))
// y0 := scaled y coordinate of pixel (scaled to lie in the Mandelbrot Y scale (-1, 1))
// x := 0.0
// y := 0.0
// iteration := 0
// max_iteration := 1000
// // Here N = 2^8 is chosen as a reasonable bailout radius.
// while x*x + y*y ≤ (1 << 16) and iteration < max_iteration do
// xtemp := x*x - y*y + x0
// y := 2*x*y + y0
// x := xtemp
// iteration := iteration + 1
// // Used to avoid floating point issues with points inside the set.
// if iteration < max_iteration then
// // sqrt of inner term removed using log simplification rules.
// log_zn := log(x*x + y*y) / 2
// nu := log(log_zn / log(2)) / log(2)
// // Rearranging the potential function.
// // Dividing log_zn by log(2) instead of log(N = 1<<8)
// // because we want the entire palette to range from the
// // center to radius 2, NOT our bailout radius.
// iteration := iteration + 1 - nu
// color1 := palette[floor(iteration)]
// color2 := palette[floor(iteration) + 1]
// // iteration % 1 = fractional part of iteration.
// color := linear_interpolate(color1, color2, iteration % 1)
// plot(Px, Py, color)
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
}
}
}
File renamed without changes.
@@ -268,7 +268,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
CaptureType: 0
SpectrumSize: 16
SpectrumSize: 4
ScalingStrategy: 0
MinFrequency: 80
MaxFrequency: 20000
@@ -288,6 +288,17 @@ Transform:
m_Father: {fileID: 667181311}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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MonoBehaviour:
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m_PrefabInstance: {fileID: 657072714}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 26b88d85e12af85469a5e3e4cfc3586b, type: 3}
m_Name:
m_EditorClassIdentifier:
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PrefabInstance:
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@@ -700,6 +711,9 @@ GameObject:
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- component: {fileID: 1206193800}
- component: {fileID: 1206193802}
- component: {fileID: 1206193803}
- component: {fileID: 1206193804}
m_Layer: 5
m_Name: Julia
m_TagString: Untagged
@@ -762,6 +776,56 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1206193798}
m_CullTransparentMesh: 0
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references:
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@@ -24,7 +24,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Julia
m_Shader: {fileID: 4800000, guid: ee8d9969094915f43867d728cbd4ff93, type: 3}
m_Shader: {fileID: 4800000, guid: 78081ff9d4e002f459e8f2f4f31a48fd, type: 3}
m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
@@ -96,6 +96,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpectrumTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecularColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -112,6 +116,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThemeTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -148,6 +156,7 @@ Material:
- _AlphaSrcBlend: 1
- _AlphaToMask: 0
- _AlphaToMaskInspectorValue: 0
- _Angle: 0
- _Anisotropy: 0
- _Aspect: 1
- _BlendMode: 0
@@ -176,6 +185,7 @@ Material:
- _EnableFogOnTransparent: 1
- _EnableGeometricSpecularAA: 0
- _EnergyConservingSpecularColor: 1
- _EscapeRadius: 2000
- _HeightAmplitude: 0.02
- _HeightCenter: 0.5
- _HeightMapParametrization: 0
@@ -192,6 +202,7 @@ Material:
- _Iterations: 229
- _LinkDetailsWithBase: 1
- _MaterialID: 1
- _MaxIter: 555
- _Metallic: 0
- _MetallicRemapMax: 1
- _MetallicRemapMin: 0
@@ -210,6 +221,7 @@ Material:
- _Smoothness: 0.5
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMin: 0
- _SpectrumSize: 4
- _SpecularAAScreenSpaceVariance: 0.1
- _SpecularAAThreshold: 0.2
- _SpecularOcclusionMode: 1
@@ -247,6 +259,7 @@ Material:
- _ZWrite: 1
- _Zoom: 4
m_Colors:
- _Area: {r: -0.124991395, g: 0.20505798, b: 4.982627, a: 2.6350431}
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
@@ -0,0 +1,141 @@
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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Shader "Explorer/Mandelbrot"
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Properties
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// first two numbers are center of area, second two - size of area
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_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_Speed("Speed", range(0, 1)) = 0.1
_Symmetry("Symmetry", range(0, 1)) = 0
_EscapeRadius("EscapeRadius", range(2, 200)) = 50
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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_SpectrumSize("SpectrumSize", float) = 16
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// No culling or depth
Cull Off ZWrite Off ZTest Always
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CGPROGRAM
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#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
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float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
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v2f o;
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o.uv = v.uv;
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sampler2D _ThemeTexture;
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float c = cos(a);
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p += pivot;
return p;
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uv = abs(uv);
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c = rot(c, _Area.xy, _Angle);
// cool modulation
float time = _Time.y;
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float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
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float speed = _Speed;
float2 z; // track pixel jumping across screen
float2 zPrev;
float r2 = r*r;
float iter; // track current iteration
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float rotation = sin(time);
zPrev = rot(z, 0, rotation);
z = float2(z.x*z.x-z.y*z.y, 2*z.x*z.y) + c;
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break;
}
}
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return 0;
}
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float dist = length(z); // distance from origin
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fracIter = log2(log(dist) / log(r)); // double exponential interpolation
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float m = sqrt(iter / _MaxIter);
float4 col = tex2D(_ThemeTexture, abs(sin(time)));
// float4 col = tex2D(_ThemeTexture, val + abs(time);
col *= smoothstep(3, 0, fracIter);
// dark bands
float angle = atan2(z.x, z.y);
col *= 1 + sin(angle*2 + mids*4)*.2;
return col;
}
ENDCG
}
}
}
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