mad fractal action

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ntr committed 2022-05-06 13:33:26 +10:00
1 parent 6719fa8a22
commit 37a3bbe283
60 files changed
+30775 -3747

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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
[RequireComponent(typeof(Material))]
public class SpectrumFullscreenPassBinder : MonoBehaviour
{
public WasapiAudioSource source;
private Texture2D _texture;
private Color[] _colorCache;
public Material material;
public Preferences preferences;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
if (preferences == null) {
Debug.Log("Material Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
// material = gameObject.GetComponent<Material>();
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrumData{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
material.SetFloat("_SpectrumSize", source.SpectrumSize);
material.SetTexture("_SpectrumDataTexture", _texture);
material.SetColor("_ThemeStart", preferences.Theme().Evaluate(0.0f));
material.SetColor("_ThemeEnd", preferences.Theme().Evaluate(0.0f));
}
public string ToString() {
return "Spectrum Material Binder";
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
// only slightly different from the SpectrumMaterialBinder
// in that it modifies a single material for a shader
// instead of the renderer's instance of that material
[RequireComponent(typeof(Material))]
public class SpectrumShaderBinder : MonoBehaviour
{
public WasapiAudioSource source;
public Material material;
private Texture2D _texture;
private Color[] _colorCache;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrum{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
material.SetFloat("_SpectrumSize", source.SpectrumSize);
material.SetTexture("_SpectrumTexture", _texture);
}
public string ToString() {
return "Spectrum Material Binder";
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
[RequireComponent(typeof(Material))]
public class ThemeShaderBinder : MonoBehaviour
{
public Material material;
public Preferences preferences;
private Texture2D _texture;
private Color[] _colorCache;
private int textureSize = 128;
private void Start() {
if (preferences == null) {
Debug.Log("Theme Shader Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(textureSize, 1);
_colorCache = new Color[textureSize];
_texture.name = $"ThemeTexture{textureSize}";
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
Gradient theme = preferences.Theme();
for (int i = 0; i < textureSize; i++) {
_colorCache[i] = theme.Evaluate(1.0f / i);
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
material.SetFloat("_ThemeSize", textureSize);
material.SetTexture("_ThemeTexture", _texture);
}
}
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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();
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float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0f) {
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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;
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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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- _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 4
- _ZTestTransparent: 4
- _ZWrite: 1
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m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
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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/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
}
}
}
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using UnityEngine;
public class Explorer : 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();
}
void Start() {
scale = 4.0f;
}
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, 5.0f);
}
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 "Explorer/Mandelbrot"
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Properties
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// No culling or depth
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Pass
{
CGPROGRAM
#pragma vertex vert
#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;
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v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
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float _Angle;
float _Color;
float3 _Colors;
float _Repeat;
float _Speed;
int _MaxIter;
sampler2D _MainTex;
float2 rot(float2 p, float2 pivot, float a) {
float s = sin(a);
float c = cos(a);
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return p;
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float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
float2 z; // track pixel jumping across screen
float2 zPrev;
float r = 20; // escape radius
float r2 = r*r;
float vxsquare = 0;
float vysquare = 0;
float iteration = 0;
float lastIteration = _MaxIter;
do {
vxsquare = uv.x * uv.x;
vysquare = uv.y * uv.y;
uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
iteration++;
if ((lastIteration == _MaxIter) && (vxsquare + vysquare) > 4.0) {
lastIteration = iteration + 1;
}
} while (iteration < lastIteration);
float val = (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIter);
return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
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// 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);
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// return col;
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ENDCG
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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
_Color("Color", range(0,1)) = 0.5
_Repeat("Repeat", float) = 1
_Speed("Speed", range(0, 1)) = 0.1
_Symmetry("Symmetry", range(0, 1)) = 0
_EscapeRadius("EscapeRadius", range(0, 50)) = 20
_SpectrumTexture("SpectrumTexture", 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 _Color;
float _Repeat;
float _Speed;
float _Symmetry;
float _EscapeRadius;
int _MaxIter;
sampler2D _MainTex;
sampler2D _SpectrumTexture;
float2 rot(float2 p, float2 pivot, float a) {
float s = sin(a);
float c = cos(a);
p -= pivot;
p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
p += pivot;
return p;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv - 0.5;
uv = abs(uv);
uv = lerp(i.uv - 0.5, uv, _Symmetry);
float2 c = _Area.xy + uv * _Area.zw;
c = rot(c, _Area.xy, _Angle);
float2 z; // track pixel jumping across screen
float2 zPrev;
float r = lerp(2.0f, 20.0f, tex2D(_SpectrumTexture, 0.1f));
float r2 = r*r;
float iter; // track current iteration
for (iter = 0; iter < _MaxIter; iter++) {
// update z based on previous z value and add original starting position
//zPrev = z;
zPrev = rot(z, 0, _Time.y);
z = float2(z.x*z.x-z.y*z.y, 2*z.x*z.y) + c;
if (dot(z, zPrev) > r2) {
//if (length(z) > r) {
break;
}
}
if (iter >= _MaxIter) {
return 0;
}
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;
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ENDCG
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}
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Shader "Explorer/Mandelbrot"
{
Properties
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_Area("Area", vector) = (0, 0, 4 ,4)
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_Color("Color", range(0,1)) = 0.5
_Repeat("Repeat", float) = 1
_Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (3.0, 4.0, 5.0, 0.0)
}
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{
// No culling or depth
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{
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 _Color;
float3 _Colors;
float _Repeat;
float _Speed;
int _MaxIter;
sampler2D _MainTex;
float2 rot(float2 p, float2 pivot, float a) {
float s = sin(a);
float c = cos(a);
p -= pivot;
p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
p += pivot;
return p;
}
fixed4 frag (v2f i) : SV_Target {
float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
float2 z; // track pixel jumping across screen
float2 zPrev;
float r = 2; // escape radius
float r2 = r*r;
float vxsquare = 0;
float vysquare = 0;
float iteration = 0;
float lastIteration = _MaxIter;
do {
vxsquare = uv.x * uv.x;
vysquare = uv.y * uv.y;
uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
iteration++;
if ((lastIteration == _MaxIter) && (vxsquare + vysquare) > 4.0) {
lastIteration = iteration + 1;
}
} while (iteration < lastIteration);
float val = (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIter);
return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 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));
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// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}
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using Assets.WasapiAudio.Scripts.Unity;
using UnityEngine;
public class SpectrumMandlebrotBinder : MonoBehaviour {
[SerializeField] private Material mat;
[SerializeField] private WasapiAudioSource source;
[SerializeField] private Vector2 pos;
[SerializeField] private float scale;
[SerializeField] private float angle;
[SerializeField] private float speed;
private Vector2 smoothPos;
private float smoothScale;
private float smoothAngle;
void Awake() {
scale = 4.0f;
}
private void HandleUserInput() {
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0f) {
scale *= 0.9f;
} else if (scroll < 0f) {
scale *= 1.1f;
}
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);
mat.SetFloat("_Speed", speed);
}
void Update() {
var spectrumData = source.GetSpectrumData();
// speed = spectrumData[1];
mat.SetFloat("_Movement", Mathf.PI * 2 * spectrumData[0]);
mat.SetFloat("_EscapeRadius", Mathf.Clamp(50.0f * spectrumData[0], 2.1f, 50.0f));
UpdateShader();
}
}
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