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71 Commits
Author SHA1 Message Date
ntr b4a8efe60d discord link update 2022-07-04 18:57:19 +10:00
ntr 174ea2dd9f add eula 2022-06-20 18:35:11 +10:00
ntr 61c8e0208b tweak some presets and fix the long running overflow error with spectre... maybe 2022-06-20 17:46:45 +10:00
ntr 92234e9b73 spectre preset 2022-06-16 12:10:33 +10:00
ntr e885e019fa audio device button icons 2022-06-16 11:14:05 +10:00
ntr e78d9c9d48 sync capture type with preferences 2022-06-15 12:29:17 +10:00
ntr 8e06a0467a fix shaders 2022-06-14 23:08:34 +10:00
ntr c69eebf6c2 fix vfx based presets 2022-06-14 22:36:59 +10:00
ntr e033519317 trying to save the curve presets 2022-06-14 21:20:31 +10:00
ntr 0cac336db2 AudioSelector 2022-06-13 21:47:41 +10:00
ntr 0df6510da7 autohide cursor 2022-06-05 21:19:18 +10:00
ntr 373baed62b released on steam, adding genedrive 2022-06-03 15:04:50 +10:00
ntr d36158bc48 botany shader 2022-06-02 11:08:59 +10:00
ntr 0f9576a67b window mode and botany wip 2022-05-31 15:39:24 +10:00
ntr f0aa6495c7 intro animation 2022-05-26 18:17:26 +10:00
ntr 1146fb1c7f add welcome menu 2022-05-26 17:39:12 +10:00
ntr 8e9f8c598f ether shader modified to work with spectrum 2022-05-26 13:29:30 +10:00
ntr a2f0ed170b orbital work 2022-05-24 12:46:30 +10:00
ntr 97c9620e76 orbital rockin 2022-05-20 19:09:59 +10:00
ntr 5959509368 trippy cylinder orbital 2022-05-20 17:54:09 +10:00
ntr bc11bb7272 controls 2022-05-19 14:12:04 +10:00
ntr 15c8fce77c show some love to hyper 2022-05-12 17:08:35 +10:00
ntr 6da13bac1c pretty crazy organic mandelbrot 2022-05-06 17:34:46 +10:00
ntr 986d37148a theme mandelbrot 2022-05-06 16:53:30 +10:00
ntr 9fea0bdab6 mad fractal action 2022-05-06 13:33:26 +10:00
ntr 55bc4aaa89 branding stuff 2022-04-14 12:07:55 +10:00
ntr c61e26a8e1 fix theme ordering 2022-04-12 11:40:16 +10:00
ntr e9dd54e471 modulation for IXS vis 2022-04-07 16:49:34 +10:00
ntr b514b4f41c IXS init 2022-04-07 13:57:40 +10:00
ntr b78f1bd6cb add some shadergraph viz 2022-04-05 14:04:05 +10:00
ntr 05c9ef9246 add missing files 2022-04-01 15:37:44 +11:00
ntr 4e8d4eb8dc add a bunch of gradients and set up the MNML vfx to use them 2022-04-01 15:37:08 +11:00
ntr 70ab364c08 preferences fixes and dropdown styles 2022-04-01 14:08:47 +11:00
ntr 464d39321e fix weird NRE theme binder 2022-03-31 18:10:08 +11:00
ntr de2db5ae10 preferences json save 2022-03-31 17:38:22 +11:00
ntr af387b8490 gradients init 2022-03-31 00:12:47 +11:00
ntr cef7025a44 colourise cirlce 2022-03-30 17:17:52 +11:00
ntr 868f4ff35b upgrade to 2021.2 2022-03-29 13:45:47 +11:00
ntr b427d5ad5a move everything into scene folders 2022-03-28 23:40:04 +11:00
ntr 9a6bdcefef prep for URP 2022-03-25 17:22:33 +11:00
ntr 0285b0a11c fix multiple wasapi listeners 2022-03-25 16:20:41 +11:00
ntr 4833faed56 loads of changes 2022-03-24 15:45:57 +11:00
ntr 4726734370 blobs 2022-03-06 23:23:08 +11:00
ntr f4706b8965 moved everything to discrete scenes 2022-03-04 16:26:00 +11:00
ntr f7003d2159 big texture overhaul 2022-03-04 13:30:43 +11:00
ntr 28194e4f2e skitz sun portal time traveller ting 2022-03-02 22:48:16 +11:00
ntr cb11f356b5 tweak spice 2022-03-01 17:28:35 +11:00
ntr 5d3cbd99c5 shitty spice v2 cause i lost the first one :( 2022-03-01 16:44:41 +11:00
ntr c62f6d6a3a build settings 2022-02-25 16:38:48 +11:00
ntr eac10dd6f8 scene and menu fixes 2022-02-25 14:08:04 +11:00
ntr 51801fc6c0 menu stuff 2022-02-11 00:41:54 +11:00
ntr 4d24939a2b menus 2022-02-10 17:50:22 +11:00
ntr cf55d7034d ocean 2022-02-07 20:04:02 +11:00
ntr f9a48f2695 workin on lines 2022-02-05 21:17:42 +11:00
ntr c65e20084e disktones working 2022-02-03 23:01:23 +11:00
ntr 4794409793 disktones wip 2022-02-03 22:45:32 +11:00
ntr 2f1a1bcc23 disktones wip 2022-02-03 18:18:26 +11:00
ntr 7691417ebd microphone listener 2022-02-03 16:12:06 +11:00
unknown 0e3c85bac3 init controls 2022-02-03 12:30:45 +11:00
unknown d584f45dd3 messing with menu 2022-02-03 12:22:25 +11:00
unknown fc47b58209 not trying that upgrade again 2022-01-25 23:00:17 +11:00
unknown 6964667e53 add assets 2022-01-25 22:24:15 +11:00
unknown 7c326b9756 3p camera 2022-01-25 16:07:34 +11:00
unknown 299b344924 circle vfx 2022-01-25 14:56:55 +11:00
unknown 90142b82a3 wtf is going on with mulitbar 2022-01-23 23:49:39 +11:00
unknown 021f0b9f54 local packages 2022-01-23 13:03:09 +11:00
unknown 69ce63f73a multi vfx 2022-01-23 13:02:42 +11:00
unknown 771311e0fa LineBarSpectrum 2022-01-20 15:54:27 +11:00
unknown f4566bdfea line spectrum 2022-01-20 14:19:25 +11:00
unknown f3f8c85475 about to add lines 2022-01-20 13:09:53 +11:00
unknown e58a138bea init 2022-01-18 17:10:16 +11:00
338 changed files with 181156 additions and 9550 deletions

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+1
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@@ -5,3 +5,4 @@
*.psd filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
*.dll filter=lfs diff=lfs merge=lfs -text
Assets/Scenes/ZKNFT_Wald/New[[:space:]]Terrain.asset filter=lfs diff=lfs merge=lfs -text
+4
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@@ -58,3 +58,7 @@ build/
# Crashlytics generated file
crashlytics-build.properties
build/
Kaiju.zip
-76
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@@ -1,76 +0,0 @@
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
using Assets.WasapiAudio.Scripts.Unity;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AddComponentMenu("VFX/Property Binders/Spectre - VFX Binder")]
[VFXBinder("Audio/Audio Spectrum Data to AttributeMap")]
public class SpectreVfxBinder : VfxAudioVisualizationEffect
{
[VFXPropertyBinding("System.UInt32"), SerializeField]
protected ExposedProperty SpectrumSizeParameter = "SpectrumSize";
[VFXPropertyBinding("UnityEngine.Texture2D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
public bool symmetric = false;
private Texture2D _texture;
private Color[] _colorCache;
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
if (symmetric) {
_texture = new Texture2D(SpectrumSize * 2, 1, TextureFormat.RFloat, false);
_colorCache = new Color[SpectrumSize * 2];
} else {
_texture = new Texture2D(SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[SpectrumSize];
}
_texture.name = $"AudioSpectrumData{SpectrumSize}";
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
// has symmetric been toggled and the texture needs updating?
if (symmetric && _texture.width != SpectrumSize * 2) InitialiseTexture();
if (!symmetric && _texture.width != SpectrumSize) InitialiseTexture();
var spectrumData = GetSpectrumData();
if (symmetric) {
for (int i = 0; i < SpectrumSize; i++) {
_colorCache[SpectrumSize + i] = new Color(spectrumData[i], 0, 0, 0);
_colorCache[SpectrumSize - (i + 1)] = new Color(spectrumData[i], 0, 0, 0);
}
} else {
for (int i = 0; i < SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public override void UpdateBinding(VisualEffect component) {
base.UpdateBinding(component);
UpdateTexture();
if (symmetric) {
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize * 2);
} else {
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
}
component.SetTexture(SpectrumDataTextureParameter, _texture);
}
public override string ToString() {
return "Audio Spectrum Data";
}
}
}
-74
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@@ -1,74 +0,0 @@
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AddComponentMenu("VFX/Property Binders/Spectre - VFX SDF Binder")]
[VFXBinder("Audio/Audio Spectrum Data to 3d SDF AttributeMap")]
public class SpectreVfxSdfBinder : VfxAudioVisualizationEffect
{
[VFXPropertyBinding("System.UInt32"), SerializeField]
protected ExposedProperty SpectrumSizeParameter = "SpectrumSize";
[VFXPropertyBinding("UnityEngine.Texture3D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
private Texture3D _texture;
private Color[] _colorCache;
private int z = 0;
private void UpdateTexture()
{
if (_texture == null)
{
_texture = new Texture3D(SpectrumSize * 2, SpectrumSize * 2, SpectrumSize * 2, TextureFormat.RFloat, false);
_texture.name = $"AudioSpectrumDataSDF{SpectrumSize}";
_colorCache = new Color[
SpectrumSize * 2 *
SpectrumSize * 2 *
SpectrumSize * 2
];
}
var spectrumData = GetSpectrumData();
// go from 0 to end of spectrum
for (int x = 0; x < SpectrumSize; x++) {
float height = spectrumData[x] * SpectrumSize * 2;
// go from 0 to double the spectrum height
for (int y = 0; y < SpectrumSize * 2; y++) {
float distance = (y - height);
var z_part = z * (SpectrumSize * 2 * SpectrumSize * 2);
var y_part = y * SpectrumSize * 2;
_colorCache[z_part + y_part + (SpectrumSize + x)] = new Color(distance, 0, 0, 0);
_colorCache[z_part + y_part + (SpectrumSize - (x + 1))] = new Color(distance, 0, 0, 0);
}
}
z = (z + 1) % (SpectrumSize * 2);
// Debug.Log($"{z}");
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public override void UpdateBinding(VisualEffect component)
{
base.UpdateBinding(component);
UpdateTexture();
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
component.SetTexture(SpectrumDataTextureParameter, _texture);
}
public override string ToString()
{
return "Audio Spectrum Data";
}
}
}
+1 -2
View File
@@ -8,7 +8,6 @@ public class CubeController : TripsitterAve {
public float minSize = 2;
public float maxSize = 4;
public Material cubeMat;
public Material cubeMatLit;
private Texture2D texture;
@@ -42,7 +41,7 @@ public class CubeController : TripsitterAve {
texture.SetPixels(colourCache);
texture.Apply();
cubeMat.SetTexture("_AudioTexture", texture);
cubeMatLit.SetTexture("_AudioTexture", texture);
}
// bool IsLeft(GameObject cube) {
@@ -38,7 +38,7 @@ MonoBehaviour:
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m_SchemaId:
m_Id: With3Levels
supportDecals: 1
supportDecals: 0
supportDecalLayers: 0
supportSurfaceGradient: 0
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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();
}
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, 10.0f);
}
if (Input.GetKey(KeyCode.Q)) {
angle -= 0.01f;
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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 "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/NtrJulia"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
// _Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (0.5, 0.5, 0.5, 0.0)
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
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// No culling or depth
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Pass
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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 _Speed;
float _Symmetry;
float _EscapeRadius;
int _MaxIter;
sampler2D _MainTex;
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
int _SpectrumSize;
fixed4 frag (v2f i) : SV_Target {
// float2 uv = i.uv - 0.5;
// float2 offset = _Area.xy + uv * _Area.zw;
// float r = _EscapeRadius;
// float r2 = r*r;
// float2 c = _Area.xy + uv * _Area.zw;
float2 uv = i.uv - 0.5;
uv = abs(uv);
uv = lerp(i.uv - 0.5, uv, _Symmetry);
float2 c = _Area.xy + uv * _Area.zw;
// cool modulation
float time = _Time.y;
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
// float r = lerp(2.0, 200, bass);
float maxIterations = lerp(5.0, 200, bass);
// float speed = sub * -scale;
// float maxIterations = _MaxIter;
float r = _EscapeRadius;
float speed = _Speed;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < maxIterations; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
// escaping?
if (distance(z, float2(0,0)) > r)
break;
}
if (iter >= maxIterations) {
return 0;
}
float val = iter / float(maxIterations);
float band = (float(iter) % _SpectrumSize) / _SpectrumSize;
float smooth = (float(iter) - (log(log(sqrt(z.x * z.x + z.y * z.y))) / log(2.0))) / float(maxIterations);
// // distance
// float dist = length(z); // distance from origin
// // d(c) = |Z|·log|Z|/|Z'|
// float d = 0.5*sqrt(dot(z,z)/dot(zNext,zNext))*log(dot(z,z));
// return d;
float4 col = tex2D(_ThemeTexture, smooth * highs);
return col;
// return float4(sin(val), sin(val), sin(val), 1);
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
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Shader "Explorer/Mandelbrot"
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Properties
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// first two numbers are center of area, second two - size of area
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_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_Speed("Speed", range(0, 1)) = 0.1
_Symmetry("Symmetry", range(0, 1)) = 0
_EscapeRadius("EscapeRadius", range(2, 200)) = 50
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
float _Angle;
float _Speed;
float _Symmetry;
float _EscapeRadius;
int _MaxIter;
sampler2D _MainTex;
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
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);
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return p;
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uv = abs(uv);
uv = lerp(i.uv - 0.5, uv, _Symmetry);
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c = rot(c, _Area.xy, _Angle);
// cool modulation
float time = _Time.y;
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float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
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float speed = _Speed;
float2 z; // track pixel jumping across screen
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float rotation = sin(time);
zPrev = rot(z, 0, rotation);
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break;
}
}
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}
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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);
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float4 col = tex2D(_ThemeTexture, m + time * speed);
col *= smoothstep(3, 0, fracIter);
// dark bands
float angle = atan2(z.x, z.y);
col *= 1 + sin(angle*2 + time*4)*.2;
return col;
}
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"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_Speed("Speed", range(0, 1)) = 0.1
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_ThemeSize("ThemeSize", 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;
int _MaxIter;
float _EscapeRadius;
float _Speed;
sampler2D _SpectrumTexture;
int _SpectrumSize;
sampler2D _ThemeTexture;
int _ThemeSize;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
// drawing stuff
float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
// cool modulation
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float r = lerp(2.0, 200, bass);
float maxIterations = lerp(2.0, 500, sub);
// fractal bits
float r2 = r*r;
float2 c = _Area.xy + uv * _Area.zw;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < maxIterations; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
// unbounded
if (length(zNext) > r)
break;
}
// in the set
// make it white
if (iter >= maxIterations) {
return 0;
return 1;
}
float val = iter / float(maxIterations);
float4 col = tex2D(_ThemeTexture, float2(sub, 1.0));
return col * val;
// return float4(val, val, val, 1.0);
// return tex2D(_ThemeTexture, highs);
// float col = tex2D(_ThemeTexture, float2(highs * val, 1.0));
// return col;
// from spinny curvy brot
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}
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- _Radius: 21.6
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- _ReceivesSSR: 1
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- _Smoothness: 0.5
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- _Thickness: 1
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- _Zoom: 3
m_Colors:
- _Area: {r: 0, g: 0, b: 2.984247, a: 1.2051766}
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
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- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _JuliaSeed: {r: 0.39, g: -0.2, b: 0, a: 0}
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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
_Speed("Speed", range(0, 1)) = 0.1
_Symmetry("Symmetry", range(0, 1)) = 0
_EscapeRadius("EscapeRadius", range(2, 200)) = 50
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
float _Angle;
float _Speed;
float _Symmetry;
float _EscapeRadius;
int _MaxIter;
sampler2D _MainTex;
sampler2D _SpectrumTexture;
sampler2D _ThemeTexture;
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);
// cool modulation
float time = _Time.y;
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float r = lerp(2.0, 200, bass);
// float maxIterations = lerp(2.0, 500, sub);
// float maxIterations = lerp(2.0, 500, sub);
// float speed = sub * -scale;
float maxIterations = _MaxIter;
// float r = _EscapeRadius;
float speed = _Speed;
float2 z; // track pixel jumping across screen
float2 zPrev;
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;
float rotation = sin(time);
zPrev = rot(z, 0, rotation);
z = float2(z.x*z.x-z.y*z.y, 2*z.x*z.y) + c;
if (dot(z, zPrev) > r2) {
break;
}
}
if (iter >= _MaxIter) {
return 0;
}
float val = iter / float(_MaxIter);
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 = tex2D(_ThemeTexture, abs(sin(time)));
// float4 col = tex2D(_ThemeTexture, val + abs(time);
col *= smoothstep(3, 0, fracIter);
// dark bands
float angle = atan2(z.x, z.y);
col *= 1 + sin(angle*2 + mids*4)*.2;
return col;
}
ENDCG
}
}
}
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Shader "Explorer/Mandelbrot"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
// _Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (0.5, 0.5, 0.5, 0.0)
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
float _Angle;
float3 _Colors;
// float _Speed;
int _MaxIter;
float _EscapeRadius;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
float r = _EscapeRadius;
float r2 = r*r;
float2 c = _Area.xy + uv * _Area.zw;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < _MaxIter; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
// Bounded?
if (distance(z, float2(0,0)) > r)
break;
}
float val = iter / float(_MaxIter);
return float4(val, val, val, 1);
return float4(sin(val), sin(val), sin(val), 1);
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}
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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
_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 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));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}
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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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