botany shader

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ntr committed 2022-06-02 11:08:59 +10:00
1 parent 0f9576a67b
commit d36158bc48
14 files changed
+273 -220

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+1
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@@ -68,6 +68,7 @@ public class SpectrumShaderBinder : MonoBehaviour
} }
_texture.SetPixels(_colorCache); _texture.SetPixels(_colorCache);
_texture.wrapMode = TextureWrapMode.Clamp;
_texture.Apply(); _texture.Apply();
} }
+28 -7
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value: Menu value: Menu
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m_TargetAssemblyTypeName: LiugiPropertyBinder, Assembly-CSharp m_TargetAssemblyTypeName: LuigiPropertyBinder, Assembly-CSharp
m_MethodName: UpdateZoom m_MethodName: UpdateZoom
m_Mode: 2 m_Mode: 2
m_Arguments: m_Arguments:
@@ -1252,7 +1259,7 @@ MonoBehaviour:
antialiasing: 1 antialiasing: 1
SMAAQuality: 2 SMAAQuality: 2
dithering: 0 dithering: 0
stopNaNs: 0 stopNaNs: 1
taaSharpenStrength: 0.5 taaSharpenStrength: 0.5
TAAQuality: 1 TAAQuality: 1
taaHistorySharpening: 0.35 taaHistorySharpening: 0.35
@@ -1513,7 +1520,7 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: LiugiPropertyBinder, Assembly-CSharp m_TargetAssemblyTypeName: LuigiPropertyBinder, Assembly-CSharp
m_MethodName: UpdateWildness m_MethodName: UpdateWildness
m_Mode: 2 m_Mode: 2
m_Arguments: m_Arguments:
@@ -1936,7 +1943,7 @@ MonoBehaviour:
m_HorizontalOverflow: 1 m_HorizontalOverflow: 1
m_VerticalOverflow: 1 m_VerticalOverflow: 1
m_LineSpacing: 1 m_LineSpacing: 1
m_Text: 'Thanks to nimitz at Shadertoy (twitter: @stormoid)' m_Text: Thanks to leon at Shadertoy
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@@ -2233,7 +2241,7 @@ MonoBehaviour:
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data: data:
m_Name: Liugi m_Name: Luigi
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m_MethodName: UpdateBrightness m_MethodName: UpdateBrightness
m_Mode: 2 m_Mode: 2
m_Arguments: m_Arguments:
+2 -2
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@@ -235,7 +235,7 @@ Material:
- _UVEmissive: 0 - _UVEmissive: 0
- _UseEmissiveIntensity: 0 - _UseEmissiveIntensity: 0
- _UseShadowThreshold: 0 - _UseShadowThreshold: 0
- _Wildness: 6.942857 - _Wildness: 0.593
- _Wow: 4 - _Wow: 4
- _ZTestDepthEqualForOpaque: 3 - _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 4 - _ZTestGBuffer: 4
@@ -243,7 +243,7 @@ Material:
- _ZWrite: 1 - _ZWrite: 1
- _Zing: 0 - _Zing: 0
- _Zip: 0.5 - _Zip: 0.5
- _Zoom: -0.43428576 - _Zoom: 4.99
m_Colors: m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
+57 -44
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@@ -6,8 +6,8 @@ Shader "FullScreen/Botany"
_ThemeTexture("ThemeTexture", 2D) = "white" {} _ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16 _SpectrumSize("SpectrumSize", float) = 16
_Zoom("Zoom", range(-2, 2)) = 0.5 _Zoom("Zoom", range(1, 10)) = 5
_Wildness("Wildness", range(1, 10)) = 4.0 _Wildness("Wildness", range(0.2, 2.0)) = 0.8
_Brightness("Brightness", range(1, 10)) = 4.0 _Brightness("Brightness", range(1, 10)) = 4.0
} }
@@ -30,6 +30,11 @@ Shader "FullScreen/Botany"
float time; float time;
float rng; float rng;
float sub;
float bass;
float mids;
float highs;
// ------------------------------------- // -------------------------------------
// https://www.shadertoy.com/view/NddSWs // https://www.shadertoy.com/view/NddSWs
// source // source
@@ -37,16 +42,17 @@ Shader "FullScreen/Botany"
// Dave Hoskins // Dave Hoskins
// https://www.shadertoy.com/view/4djSRW // https://www.shadertoy.com/view/4djSRW
float hash13(float3 p3) { float hash13(float3 p3) {
p3 = frac(p3 * .1031); p3 = frac(p3 * .420);
p3 += dot(p3, p3.zyx + 31.32); p3 += dot(p3, p3.zyx + 322.8);
return frac((p3.x + p3.y) * p3.z); return frac((p3.x + p3.y) * p3.z);
} }
// Inigo Quilez // Inigo Quilez
// https://iquilezles.org/articles/distfunctions // https://iquilezles.org/articles/distfunctions
float smin(float d1, float d2, float k) { float smin(float d1, float d2, float k) {
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 ); float h = clamp(0.5 + bass * (d2-d1) / k, 0.0, 1.0);
return lerp( d2, d1, h ) - k*h*(1.0-h); } return lerp(d2, d1, h) - k*h*(1.0-h);
}
float smoothing(float d1, float d2, float k) { return clamp( 0.5 + 0.5 *(d2-d1)/k, 0.0, 1.0 ); } float smoothing(float d1, float d2, float k) { return clamp( 0.5 + 0.5 *(d2-d1)/k, 0.0, 1.0 ); }
@@ -56,17 +62,19 @@ Shader "FullScreen/Botany"
return rm; return rm;
} }
float3 repeat(float3 p, float r) { #define mod(x, y) (x - y * floor(x / y))
return (p % r) / 2.0;
float3 repeat(float3 p, float3 r) {
return mod(p , r) - r / 2.0;
} }
// sdf // sdf
float map (float3 p) { float map (float3 p) {
// time stretched with noise // time stretched with noise
float t = time*1. + rng*0.9; float t = time * 1.0 + rng * 2.9;
// domain repetition // domain repetition
float grid = 5.0; float3 grid = float3(_Zoom, _Zoom, _Zoom);
float3 cell = floor(p/grid); float3 cell = floor(p/grid);
p = repeat(p, grid); p = repeat(p, grid);
@@ -84,30 +92,34 @@ Shader "FullScreen/Botany"
// kaleidoscopic iterated function // kaleidoscopic iterated function
const int count = 4; const int count = 4;
float a = 1.0; // float a = 1.0;
float a = 2.0;
float scene = 1000.0; float scene = 1000.0;
float shape = 1000.0; float shape = 1000.0;
for (int index = 0; index < count; ++index) { for (int index = 0; index < count; ++index) {
// fold and translate // fold and translate
p.xz = abs(p.xz)-(.5+wave)*a; p.xz = abs(p.xz) - (_Wildness + wave) * a;
// p.xz = abs(p.xz) - (0.5 + wave) * a;
// rotate // rotate
p.xz = mul(rot(angle.y/a), p.xz); // p.xz = mul(rot(angle.y/a), p.xz);
p.yz = mul(rot(angle.x/a), p.yz); // p.yz = mul(rot(angle.x/a), p.yz);
p.yx = mul(rot(angle.z/a), p.yx); // p.yx = mul(rot(angle.z/a), p.yx);
// p.xz = mul(p.xz, rot(angle.y/a)); p.xz = mul(p.xz, rot(angle.y/a));
// p.yz = mul(p.yz, rot(angle.x/a)); p.yz = mul(p.yz, rot(angle.x/a));
// p.yx = mul(p.yx, rot(angle.z/a)); p.yx = mul(p.yx, rot(angle.z/a));
// sphere // sphere
shape = length(p)-0.2*a*size; shape = length(p)-0.2*a*size;
// material blending // material blending
material = lerp(material, float(index), smoothing(shape, scene, 0.3*a)); // material = lerp(material, float(index), smoothing(shape, scene, 0.3*a));
material = lerp(material, float(index), smoothing(shape, scene, mids*a));
// add with a blend // add with a blend
scene = smin(scene, shape, 1.0 * a); // scene = smin(scene, shape, 1.0 * a);
scene = smin(scene, shape, 2.0 * sub * a);
// falloff transformations // falloff transformations
a /= 1.9; a /= 1.9;
@@ -120,40 +132,44 @@ Shader "FullScreen/Botany"
float depth = LoadCameraDepth(varyings.positionCS.xy); float depth = LoadCameraDepth(varyings.positionCS.xy);
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
float2 ndc = posInput.positionNDC; float2 ndc = posInput.positionNDC;
// convert to glsl mode and fix aspect ratio
float2 guv = posInput.positionNDC - 0.5; float2 guv = posInput.positionNDC - 0.5;
guv.x *= _ScreenParams.x / _ScreenParams.y;
// musique // musique
float sub = tex2D(_SpectrumTexture, 0.0); sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25); bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50); mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75); highs = tex2D(_SpectrumTexture, 0.75);
float4 spectrum = float4(sub, bass, mids, highs); // float4 spectrum = float4(sub, bass, mids, highs);
time = _Time.y; time = _Time.y;
float4 colour = float4(0.0, 0.0, 0.0, 1.0); float4 colour = float4(0.0, 0.0, 0.0, 1.0);
material = 0.0; material = 0.0;
// white noise
float3 seed = float3(guv, time);
float rng = hash13(seed);
// camera coordinates // camera coordinates
float2 uv = guv; float2 uv = guv * 2.5;
float3 eye = float3(1.0, 1.0, 1.0); float3 eye = float3(sin(time * 0.1) * 5.0, cos(time * 0.1) * 5.0, 1.0);
// float3 eye = float3(5.0, 5.0, 1.0);
float3 at = float3(0.0, 0.0, 0.0); float3 at = float3(0.0, 0.0, 0.0);
float3 z = normalize(at-eye); float3 z = normalize(at-eye);
float3 x = normalize(cross(z, float3(0,1,0))); float3 x = normalize(cross(z, float3(0.0,1.0,0.0)));
float3 y = cross(x, z); float3 y = cross(x, z);
float3 ray = normalize(float3(z + uv.x * x + uv.y * y)); float3 ray = normalize(float3(z + uv.x * x + uv.y * y));
float3 pos = eye; float3 pos = eye;
// // camera control // // camera control
float2 M = 6.28 * float2(1.0, 1.0); // float2 M = 6.28 * float2(1.0, 1.0);
ray.xz = mul(ray.xz, rot(M.x)); // ray.xz = mul(ray.xz, rot(M.x));
pos.xz = mul(pos.xz, rot(M.x)); // pos.xz = mul(pos.xz, rot(M.x));
ray.xy = mul(ray.xy, rot(M.y)); // ray.xy = mul(ray.xy, rot(M.y));
pos.xy = mul(pos.xy, rot(M.y)); // pos.xy = mul(pos.xy, rot(M.y));
// white noise
float3 seed = float3(ndc, highs * 420.0);
float rng = hash13(seed);
// raymarch // raymarch
float steps = 30.0; float steps = 30.0;
@@ -166,7 +182,7 @@ Shader "FullScreen/Botany"
} }
// dithering // dithering
dist *= 0.9 + .1 * rng; // dist *= 0.9 + .1 * rng;
// raymarch // raymarch
pos += ray * dist; pos += ray * dist;
@@ -178,19 +194,16 @@ Shader "FullScreen/Botany"
// compute normal by NuSan (https://www.shadertoy.com/view/3sBGzV) // compute normal by NuSan (https://www.shadertoy.com/view/3sBGzV)
float2 off=float2(.001,0); float2 off=float2(.001,0);
float3 normal = normalize(map(pos)-float3(map(pos-off.xyy), map(pos-off.yxy), map(pos-off.yyx))); float3 normal = normalize(map(pos)-float3(map(pos-off.xyy), map(pos-off.yxy), map(pos-off.yyx)));
float3 tint = tex2D(_ThemeTexture, material);
// Inigo Quilez color palette (https://iquilezles.org/articles/palettes)
float3 tint = .5+.5*cos(float3(3.0,2.0,1.0)+material*.5+length(pos)*.5);
// lighting // lighting
float ld = dot(reflect(ray, normal), float3(0,1,0))*0.5+0.5; float ld = dot(reflect(ray, normal), float3(0.0,1.0,0.0))*0.5+0.5;
float3 light = float3(1.000,0.502,0.502) * sqrt(ld); float3 light = float3(1.000,0.502,0.502) * sqrt(ld);
ld = dot(reflect(ray, normal), float3(0,0,-1))*0.5+0.5; ld = dot(reflect(ray, normal), float3(0,0,-1))*0.5+0.5;
light += float3(0.400,0.714,0.145) * sqrt(ld)*.5; light += float3(0.400,0.714,0.145) * sqrt(ld)*.5;
// pixel color // pixel color
colour = float4((tint + light) * shade, 1.0); colour.rgb = (tint + light) * shade;
colour = float4(tint * shade, 1.0);
// temporal buffer // temporal buffer
// colour = max(colour, texture(iChannel0, fragCoord/iResolution.xy) - 0.01); // colour = max(colour, texture(iChannel0, fragCoord/iResolution.xy) - 0.01);
+26
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@@ -0,0 +1,26 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class BotanyBinder : MonoBehaviour {
public Material material;
private void Start() {
if (material == null) {
Debug.Log("Material Binder needs a Material.");
gameObject.SetActive(false);
}
}
public void UpdateWildness(Slider s) {
material.SetFloat("_Wildness", s.value);
}
public void UpdateZoom(Slider s) {
material.SetFloat("_Zoom", s.value);
}
public void UpdateBrightness(Slider s) {
material.SetFloat("_Brightness", s.value);
}
}
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@@ -2,7 +2,7 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using System.Collections.Generic; using System.Collections.Generic;
public class LiugiPropertyBinder : MonoBehaviour { public class LuigiPropertyBinder : MonoBehaviour {
public Material material; public Material material;
private void Start() { private void Start() {
+4 -4
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m_MethodName: UpdateZoom m_MethodName: UpdateZoom
m_Mode: 2 m_Mode: 2
m_Arguments: m_Arguments:
@@ -1513,7 +1513,7 @@ MonoBehaviour:
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m_Mode: 2 m_Mode: 2
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