mad fractal action
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@@ -0,0 +1,93 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Assets.WasapiAudio.Scripts.Unity;
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[RequireComponent(typeof(Material))]
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public class SpectrumFullscreenPassBinder : MonoBehaviour
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{
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public WasapiAudioSource source;
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private Texture2D _texture;
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private Color[] _colorCache;
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public Material material;
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public Preferences preferences;
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[SerializeReference]
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[SerializeReferenceButton]
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public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
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[SpectrumDataPreview]
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public SpectrumData Preview;
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private void Start() {
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if (source == null) {
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Debug.Log("Material Binder needs WASAPI Source.");
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gameObject.SetActive(false);
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}
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if (preferences == null) {
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Debug.Log("Material Binder needs Preferences.");
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gameObject.SetActive(false);
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}
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}
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private void Update() {
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UpdateTexture();
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UpdateBinding();
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}
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private void InitialiseTexture() {
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Debug.Log("Reinitialising spectrum texture...");
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// material = gameObject.GetComponent<Material>();
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_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
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_colorCache = new Color[source.SpectrumSize];
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_texture.name = $"AudioSpectrumData{source.SpectrumSize}";
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}
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private float[] GetSpectrumData() {
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// Get raw / unmodified spectrum data
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var spectrumData = source.GetSpectrumData();
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// Run spectrum data through all configured transformers
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if (Transformers != null && Transformers.Count > 0) {
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foreach (var transformer in Transformers) {
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spectrumData = transformer.Transform(spectrumData);
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}
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}
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Preview.Values = spectrumData;
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return spectrumData;
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}
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private void UpdateTexture() {
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// init
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if (_texture == null) InitialiseTexture();
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var spectrumData = GetSpectrumData();
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for (int i = 0; i < source.SpectrumSize; i++) {
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_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
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}
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_texture.SetPixels(_colorCache);
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_texture.Apply();
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}
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public void UpdateBinding() {
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UpdateTexture();
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// !!!!
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// you must set these via a literal string for some raeson
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// having them as a public property didn't work
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material.SetFloat("_SpectrumSize", source.SpectrumSize);
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material.SetTexture("_SpectrumDataTexture", _texture);
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material.SetColor("_ThemeStart", preferences.Theme().Evaluate(0.0f));
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material.SetColor("_ThemeEnd", preferences.Theme().Evaluate(0.0f));
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}
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public string ToString() {
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return "Spectrum Material Binder";
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,87 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Assets.WasapiAudio.Scripts.Unity;
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// only slightly different from the SpectrumMaterialBinder
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// in that it modifies a single material for a shader
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// instead of the renderer's instance of that material
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[RequireComponent(typeof(Material))]
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public class SpectrumShaderBinder : MonoBehaviour
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{
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public WasapiAudioSource source;
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public Material material;
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private Texture2D _texture;
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private Color[] _colorCache;
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[SerializeReference]
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[SerializeReferenceButton]
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public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
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[SpectrumDataPreview]
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public SpectrumData Preview;
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private void Start() {
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if (source == null) {
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Debug.Log("Material Binder needs WASAPI Source.");
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gameObject.SetActive(false);
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}
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}
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private void Update() {
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UpdateTexture();
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UpdateBinding();
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}
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private void InitialiseTexture() {
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Debug.Log("Reinitialising spectrum texture...");
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_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
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_colorCache = new Color[source.SpectrumSize];
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_texture.name = $"AudioSpectrum{source.SpectrumSize}";
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}
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private float[] GetSpectrumData() {
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// Get raw / unmodified spectrum data
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var spectrumData = source.GetSpectrumData();
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// Run spectrum data through all configured transformers
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if (Transformers != null && Transformers.Count > 0) {
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foreach (var transformer in Transformers) {
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spectrumData = transformer.Transform(spectrumData);
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}
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}
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Preview.Values = spectrumData;
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return spectrumData;
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}
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private void UpdateTexture() {
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// init
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if (_texture == null) InitialiseTexture();
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var spectrumData = GetSpectrumData();
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for (int i = 0; i < source.SpectrumSize; i++) {
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_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
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}
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_texture.SetPixels(_colorCache);
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_texture.Apply();
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}
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public void UpdateBinding() {
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UpdateTexture();
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// !!!!
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// you must set these via a literal string for some raeson
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// having them as a public property didn't work
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material.SetFloat("_SpectrumSize", source.SpectrumSize);
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material.SetTexture("_SpectrumTexture", _texture);
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}
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public string ToString() {
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return "Spectrum Material Binder";
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,52 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Assets.WasapiAudio.Scripts.Unity;
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[RequireComponent(typeof(Material))]
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public class ThemeShaderBinder : MonoBehaviour
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{
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public Material material;
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public Preferences preferences;
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private Texture2D _texture;
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private Color[] _colorCache;
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private int textureSize = 128;
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private void Start() {
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if (preferences == null) {
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Debug.Log("Theme Shader Binder needs Preferences.");
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gameObject.SetActive(false);
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}
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}
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private void Update() {
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UpdateTexture();
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UpdateBinding();
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}
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private void InitialiseTexture() {
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Debug.Log("Reinitialising spectrum texture...");
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_texture = new Texture2D(textureSize, 1);
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_colorCache = new Color[textureSize];
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_texture.name = $"ThemeTexture{textureSize}";
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}
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private void UpdateTexture() {
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// init
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if (_texture == null) InitialiseTexture();
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Gradient theme = preferences.Theme();
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for (int i = 0; i < textureSize; i++) {
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_colorCache[i] = theme.Evaluate(1.0f / i);
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}
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_texture.SetPixels(_colorCache);
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_texture.Apply();
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}
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public void UpdateBinding() {
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UpdateTexture();
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material.SetFloat("_ThemeSize", textureSize);
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material.SetTexture("_ThemeTexture", _texture);
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}
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}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _IridescenceThicknessMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _TangentMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _TangentMapOS:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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- _ThicknessMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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- _TransmittanceColorMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AORemapMax: 1
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- _AORemapMin: 0
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||||
- _ATDistance: 1
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- _AddPrecomputedVelocity: 0
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- _AlbedoAffectEmissive: 0
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- _AlphaCutoff: 0.5
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- _AlphaCutoffEnable: 0
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- _AlphaCutoffPostpass: 0.5
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- _AlphaCutoffPrepass: 0.5
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- _AlphaCutoffShadow: 0.5
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- _AlphaDstBlend: 0
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- _AlphaSrcBlend: 1
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- _AlphaToMask: 0
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- _AlphaToMaskInspectorValue: 0
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- _Anisotropy: 0
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- _Aspect: 1
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- _BlendMode: 0
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- _CoatMask: 0
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- _CullMode: 2
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- _CullModeForward: 2
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- _Cutoff: 0.5
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- _DepthOffsetEnable: 0
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- _DetailAlbedoScale: 1
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- _DetailNormalScale: 1
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- _DetailSmoothnessScale: 1
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- _DiffusionProfile: 0
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- _DiffusionProfileHash: 0
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- _DisplacementLockObjectScale: 1
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- _DisplacementLockTilingScale: 1
|
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- _DisplacementMode: 0
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- _DoubleSidedEnable: 0
|
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- _DoubleSidedGIMode: 0
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- _DoubleSidedNormalMode: 1
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- _DstBlend: 0
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- _EmissiveColorMode: 1
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- _EmissiveExposureWeight: 1
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- _EmissiveIntensity: 1
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- _EmissiveIntensityUnit: 0
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- _EnableBlendModePreserveSpecularLighting: 1
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- _EnableFogOnTransparent: 1
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- _EnableGeometricSpecularAA: 0
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- _EnergyConservingSpecularColor: 1
|
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- _HeightAmplitude: 0.02
|
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- _HeightCenter: 0.5
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||||
- _HeightMapParametrization: 0
|
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- _HeightMax: 1
|
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- _HeightMin: -1
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- _HeightOffset: 0
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- _HeightPoMAmplitude: 2
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- _HeightTessAmplitude: 2
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- _HeightTessCenter: 0.5
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- _InvTilingScale: 1
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||||
- _Ior: 1.5
|
||||
- _IridescenceMask: 1
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- _IridescenceThickness: 1
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||||
- _Iterations: 229
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- _LinkDetailsWithBase: 1
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- _MaterialID: 1
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- _Metallic: 0
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- _MetallicRemapMax: 1
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- _MetallicRemapMin: 0
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- _NormalMapSpace: 0
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- _NormalScale: 1
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- _OpaqueCullMode: 2
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- _PPDLodThreshold: 5
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- _PPDMaxSamples: 15
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- _PPDMinSamples: 5
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- _PPDPrimitiveLength: 1
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- _PPDPrimitiveWidth: 1
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- _RayTracing: 0
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- _ReceivesSSR: 1
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- _ReceivesSSRTransparent: 0
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- _RefractionModel: 0
|
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- _Smoothness: 0.5
|
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- _SmoothnessRemapMax: 1
|
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- _SmoothnessRemapMin: 0
|
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- _SpecularAAScreenSpaceVariance: 0.1
|
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- _SpecularAAThreshold: 0.2
|
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- _SpecularOcclusionMode: 1
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- _SrcBlend: 1
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- _StencilRef: 0
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- _StencilRefDepth: 8
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- _StencilRefGBuffer: 10
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- _StencilRefMV: 40
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- _StencilWriteMask: 6
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- _StencilWriteMaskDepth: 8
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- _StencilWriteMaskGBuffer: 14
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- _StencilWriteMaskMV: 40
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- _SubsurfaceMask: 1
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- _SupportDecals: 1
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- _SurfaceType: 0
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- _TexWorldScale: 1
|
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- _TexWorldScaleEmissive: 1
|
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- _Thickness: 1
|
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- _TransmissionEnable: 1
|
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- _TransparentBackfaceEnable: 0
|
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- _TransparentCullMode: 2
|
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- _TransparentDepthPostpassEnable: 0
|
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- _TransparentDepthPrepassEnable: 0
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- _TransparentSortPriority: 0
|
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- _TransparentWritingMotionVec: 0
|
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- _TransparentZWrite: 0
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- _UVBase: 0
|
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- _UVDetail: 0
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- _UVEmissive: 0
|
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- _UseEmissiveIntensity: 0
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- _UseShadowThreshold: 0
|
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- _ZTestDepthEqualForOpaque: 3
|
||||
- _ZTestGBuffer: 4
|
||||
- _ZTestTransparent: 4
|
||||
- _ZWrite: 1
|
||||
- _Zoom: 4
|
||||
m_Colors:
|
||||
- _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}
|
||||
- _Colors: {r: 4, g: 5, b: 6, a: 0}
|
||||
- _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _JuliaSeed: {r: 0.39, g: -0.2, b: 0, a: 0}
|
||||
- _Pan: {r: 0.75, g: 0, b: 0, a: 0}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
|
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- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
|
||||
m_BuildTextureStacks: []
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e72888f9a1be07242a433eaf527e7772
|
||||
NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,99 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee8d9969094915f43867d728cbd4ff93
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,133 @@
|
||||
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);
|
||||
}
|
||||
|
||||
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using UnityEngine;
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[SerializeField] private Material mat;
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[SerializeField] private Vector2 pos;
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HandleUserInput();
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UpdateShader();
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private void HandleUserInput() {
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0f) {
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scale = Mathf.Max(scale *= 0.9f, 0.0002f);
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} else if (scroll < 0f) {
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scale *= 1.1f;
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scale = Mathf.Min(scale *= 1.1f, 5.0f);
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}
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if (Input.GetKey(KeyCode.Q)) {
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} else if (Input.GetKey(KeyCode.E)) {
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angle += 0.01f;
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}
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float s = Mathf.Sin(angle);
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float c = Mathf.Cos(angle);
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dir = new Vector2(dir.x * c, dir.x * s);
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if (Input.GetKey(KeyCode.A)) {
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pos -= dir;
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} else if (Input.GetKey(KeyCode.D)) {
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pos += dir;
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}
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dir = new Vector2(-dir.y, dir.x);
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if (Input.GetKey(KeyCode.W)) {
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pos -= dir;
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}
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private void UpdateShader() {
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smoothScale = Mathf.Lerp(smoothScale, scale, 0.03f);
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smoothAngle = Mathf.Lerp(smoothAngle, angle, 0.03f);
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float aspect = (float) Screen.width / Screen.height;
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float scaleX = smoothScale;
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float scaleY = smoothScale;
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if (aspect > 1f) {
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scaleY /= aspect;
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} else {
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scaleX *= aspect;
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}
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mat.SetVector("_Area", new Vector4(smoothPos.x, smoothPos.y, scaleX, scaleY));
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mat.SetFloat("_Angle", smoothAngle);
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}
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}
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Shader "Explorer/Mandelbrot"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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// first two numbers are center of area, second two - size of area
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_Area("Area", vector) = (0, 0, 4 ,4)
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_Angle("Angle", range(-3.1415, 3.1415)) = 0
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_MaxIter("Max Iterations", range(0, 555)) = 255
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_Color("Color", range(0,1)) = 0.5
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_Repeat("Repeat", float) = 1
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_Speed("Speed", range(0, 1)) = 0.1
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
|
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 _Area;
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float _Angle;
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float _Color;
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float3 _Colors;
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float _Repeat;
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float _Speed;
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int _MaxIter;
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sampler2D _MainTex;
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float2 rot(float2 p, float2 pivot, float a) {
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float s = sin(a);
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float c = cos(a);
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p -= pivot;
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p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
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p += pivot;
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return p;
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}
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fixed4 frag (v2f i) : SV_Target {
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float2 uv = i.uv - 0.5;
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float2 offset = _Area.xy + uv * _Area.zw;
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float2 z; // track pixel jumping across screen
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float2 zPrev;
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float r = 20; // escape radius
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float r2 = r*r;
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float vxsquare = 0;
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float vysquare = 0;
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float iteration = 0;
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float lastIteration = _MaxIter;
|
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|
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do {
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vxsquare = uv.x * uv.x;
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vysquare = uv.y * uv.y;
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|
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uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
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|
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iteration++;
|
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|
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if ((lastIteration == _MaxIter) && (vxsquare + vysquare) > 4.0) {
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lastIteration = iteration + 1;
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}
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} while (iteration < lastIteration);
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|
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float val = (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIter);
|
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return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
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|
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// float dist = length(z); // distance from origin
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// float fracIter = (dist - r) / (r2 - r); // linear interpolation
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// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
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// iter -= fracIter;
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// float m = sqrt(iter / _MaxIter);
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// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
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// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
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// col *= smoothstep(3, 0, fracIter);
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// float angle = atan2(z.x, z.y);
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// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
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// return col;
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}
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ENDCG
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}
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}
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}
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Shader "Explorer/Mandelbrot"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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// first two numbers are center of area, second two - size of area
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_Area("Area", vector) = (0, 0, 4 ,4)
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_Color("Color", range(0,1)) = 0.5
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_Speed("Speed", range(0, 1)) = 0.1
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_Symmetry("Symmetry", range(0, 1)) = 0
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_EscapeRadius("EscapeRadius", range(0, 50)) = 20
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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_SpectrumSize("SpectrumSize", float) = 16
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.uv = v.uv;
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return o;
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}
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float4 _Area;
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float _Angle;
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float _Color;
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float _Repeat;
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float _Speed;
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float _Symmetry;
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float _EscapeRadius;
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int _MaxIter;
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sampler2D _MainTex;
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sampler2D _SpectrumTexture;
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float2 rot(float2 p, float2 pivot, float a) {
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float s = sin(a);
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float c = cos(a);
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p -= pivot;
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p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
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p += pivot;
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return p;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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c = rot(c, _Area.xy, _Angle);
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float2 zPrev;
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float r2 = r*r;
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float iter; // track current iteration
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// update z based on previous z value and add original starting position
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//zPrev = z;
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zPrev = rot(z, 0, _Time.y);
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z = float2(z.x*z.x-z.y*z.y, 2*z.x*z.y) + c;
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if (dot(z, zPrev) > r2) {
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//if (length(z) > r) {
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break;
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}
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}
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if (iter >= _MaxIter) {
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return 0;
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}
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float dist = length(z); // distance from origin
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float fracIter = (dist - r) / (r2 - r); // linear interpolation
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fracIter = log2(log(dist) / log(r)); // double exponential interpolation
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iter -= fracIter;
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float m = sqrt(iter / _MaxIter);
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float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
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col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
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col *= smoothstep(3, 0, fracIter);
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float angle = atan2(z.x, z.y);
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col *= 1 + sin(angle*2 + _Time.y*4)*.2;
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return col;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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externalObjects: {}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,112 @@
|
||||
Shader "Explorer/Mandelbrot"
|
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{
|
||||
Properties
|
||||
{
|
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_MainTex ("Texture", 2D) = "white" {}
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// first two numbers are center of area, second two - size of area
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_Area("Area", vector) = (0, 0, 4 ,4)
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_Angle("Angle", range(-3.1415, 3.1415)) = 0
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_MaxIter("Max Iterations", range(0, 555)) = 255
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_Repeat("Repeat", float) = 1
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_Colors("Colors", vector) = (3.0, 4.0, 5.0, 0.0)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
|
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return o;
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}
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float4 _Area;
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float _Angle;
|
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float _Color;
|
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float3 _Colors;
|
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float _Repeat;
|
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float _Speed;
|
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int _MaxIter;
|
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sampler2D _MainTex;
|
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float2 rot(float2 p, float2 pivot, float a) {
|
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float s = sin(a);
|
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float c = cos(a);
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p -= pivot;
|
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p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
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p += pivot;
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|
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return p;
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}
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fixed4 frag (v2f i) : SV_Target {
|
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float2 uv = i.uv - 0.5;
|
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float2 offset = _Area.xy + uv * _Area.zw;
|
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float2 z; // track pixel jumping across screen
|
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float2 zPrev;
|
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float r = 2; // escape radius
|
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float r2 = r*r;
|
||||
|
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float vxsquare = 0;
|
||||
float vysquare = 0;
|
||||
|
||||
float iteration = 0;
|
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float lastIteration = _MaxIter;
|
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do {
|
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vxsquare = uv.x * uv.x;
|
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vysquare = uv.y * uv.y;
|
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uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
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iteration++;
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if ((lastIteration == _MaxIter) && (vxsquare + vysquare) > 4.0) {
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lastIteration = iteration + 1;
|
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}
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} while (iteration < lastIteration);
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float val = (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIter);
|
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return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
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// float dist = length(z); // distance from origin
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// float fracIter = (dist - r) / (r2 - r); // linear interpolation
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// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
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// iter -= fracIter;
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// float m = sqrt(iter / _MaxIter);
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// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
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// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
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// col *= smoothstep(3, 0, fracIter);
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// float angle = atan2(z.x, z.y);
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// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
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// return col;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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userData:
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using Assets.WasapiAudio.Scripts.Unity;
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using UnityEngine;
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public class SpectrumMandlebrotBinder : MonoBehaviour {
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[SerializeField] private Material mat;
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[SerializeField] private WasapiAudioSource source;
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[SerializeField] private Vector2 pos;
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[SerializeField] private float scale;
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[SerializeField] private float angle;
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[SerializeField] private float speed;
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private Vector2 smoothPos;
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private float smoothScale;
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private float smoothAngle;
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void Awake() {
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scale = 4.0f;
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}
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private void HandleUserInput() {
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0f) {
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scale *= 0.9f;
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} else if (scroll < 0f) {
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scale *= 1.1f;
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}
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if (Input.GetKey(KeyCode.Q)) {
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angle -= 0.01f;
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} else if (Input.GetKey(KeyCode.E)) {
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angle += 0.01f;
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}
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Vector2 dir = new Vector2(0.01f * scale, 0);
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float s = Mathf.Sin(angle);
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float c = Mathf.Cos(angle);
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dir = new Vector2(dir.x * c, dir.x * s);
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if (Input.GetKey(KeyCode.A)) {
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pos -= dir;
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} else if (Input.GetKey(KeyCode.D)) {
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pos += dir;
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}
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dir = new Vector2(-dir.y, dir.x);
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if (Input.GetKey(KeyCode.W)) {
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pos += dir;
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} else if (Input.GetKey(KeyCode.S)) {
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pos -= dir;
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}
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}
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private void UpdateShader() {
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smoothPos = Vector2.Lerp(smoothPos, pos, 0.03f);
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smoothScale = Mathf.Lerp(smoothScale, scale, 0.03f);
|
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smoothAngle = Mathf.Lerp(smoothAngle, angle, 0.03f);
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float aspect = (float) Screen.width / Screen.height;
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float scaleX = smoothScale;
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float scaleY = smoothScale;
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if (aspect > 1f) {
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scaleY /= aspect;
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} else {
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scaleX *= aspect;
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}
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mat.SetVector("_Area", new Vector4(smoothPos.x, smoothPos.y, scaleX, scaleY));
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mat.SetFloat("_Angle", smoothAngle);
|
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mat.SetFloat("_Speed", speed);
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}
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void Update() {
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var spectrumData = source.GetSpectrumData();
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// speed = spectrumData[1];
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mat.SetFloat("_Movement", Mathf.PI * 2 * spectrumData[0]);
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mat.SetFloat("_EscapeRadius", Mathf.Clamp(50.0f * spectrumData[0], 2.1f, 50.0f));
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UpdateShader();
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}
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}
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Reference in new issue
Block a user