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No files matched your search
@@ -58,3 +58,7 @@ build/
|
||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
|
||||
build/
|
||||
Kaiju.zip
|
||||
@@ -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";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class CameraController : MonoBehaviour {
|
||||
private Vector2 mousePos;
|
||||
|
||||
private Vector2 worldSize;
|
||||
private float mouseSens = 200f;
|
||||
private float moveSpeed = 100f;
|
||||
|
||||
void Start() {
|
||||
mousePos = Input.mousePosition;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
|
||||
// Camera Rotation
|
||||
if (Input.GetMouseButton(0)) {
|
||||
float yawDelta = mouseSens * Time.deltaTime * Input.GetAxis("Mouse X");
|
||||
float pitchDelta = mouseSens * Time.deltaTime * Input.GetAxis("Mouse Y");
|
||||
pitchDelta = Mathf.Clamp(pitchDelta, -90f, 90f);
|
||||
|
||||
transform.Rotate(Vector3.up * yawDelta, Space.World);
|
||||
transform.Rotate(Vector3.left * pitchDelta);
|
||||
}
|
||||
|
||||
// Camera Movement
|
||||
if (Input.GetMouseButton(1)) {
|
||||
Vector2 delta = new Vector2(
|
||||
(Input.mousePosition.x - mousePos.x) * moveSpeed * Time.deltaTime,
|
||||
(Input.mousePosition.y - mousePos.y) * moveSpeed * Time.deltaTime
|
||||
) * -1;
|
||||
transform.position += new Vector3(delta.x, delta.y, 0.0f);
|
||||
}
|
||||
|
||||
mousePos = Input.mousePosition;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class CubeController : TripsitterAve {
|
||||
public GameObject prefab;
|
||||
|
||||
public float minSize = 2;
|
||||
public float maxSize = 4;
|
||||
public Material cubeMatLit;
|
||||
|
||||
private Texture2D texture;
|
||||
private Color[] colourCache;
|
||||
|
||||
|
||||
void Start() {
|
||||
CreateCubes(0f, 0f, 0f, 100f, 50f, 100f);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
UpdateTexture();
|
||||
}
|
||||
|
||||
private void InitialiseTexture() {
|
||||
Debug.Log("Reinitialising spectrum texture...");
|
||||
texture = new Texture2D(SpectrumSize, 1, TextureFormat.RFloat, false);
|
||||
colourCache = new Color[SpectrumSize];
|
||||
texture.name = $"AudioSpectrumData{SpectrumSize}";
|
||||
}
|
||||
|
||||
private void UpdateTexture() {
|
||||
// init
|
||||
if (texture == null) InitialiseTexture();
|
||||
var spectrumData = GetSpectrumData();
|
||||
|
||||
for (int i = 0; i < SpectrumSize; i++) {
|
||||
colourCache[i] = new Color(spectrumData[i], 0, 0, 0);
|
||||
}
|
||||
|
||||
texture.SetPixels(colourCache);
|
||||
texture.Apply();
|
||||
|
||||
cubeMatLit.SetTexture("_AudioTexture", texture);
|
||||
}
|
||||
|
||||
// bool IsLeft(GameObject cube) {
|
||||
// float up = cube.transform.up;
|
||||
// return up < yBottom && up > yTop;
|
||||
// }
|
||||
|
||||
// bool IsRight(GameObject cube) {
|
||||
// float up = cube.transform.up;
|
||||
// return up < yBottom && up > yTop;
|
||||
// }
|
||||
|
||||
// bool IsBottom(GameObject cube) {
|
||||
// float up = cube.transform.up;
|
||||
// return up < yBottom && up > yTop;
|
||||
// }
|
||||
|
||||
// bool IsTop(GameObject cube) {
|
||||
// float up = cube.transform.up;
|
||||
// return up < yBottom && up > yTop;
|
||||
// }
|
||||
|
||||
void CreateCubes(float currentX, float currentZ, float currentY, float xWidth, float yWidth, float zWidth) {
|
||||
float xMargin = 10;
|
||||
float yMargin = 5;
|
||||
float zMargin = 10;
|
||||
float xLeft = xMargin;
|
||||
float xRight = xWidth - xMargin;
|
||||
float yBottom = yMargin;
|
||||
float yTop = yWidth - yMargin;
|
||||
float zBack = zWidth - zMargin;
|
||||
|
||||
// int i = 0;
|
||||
|
||||
while (currentY < yWidth) {
|
||||
while (currentZ < zWidth) {
|
||||
while (currentX < xWidth) {
|
||||
|
||||
bool ok = currentX < xLeft ||
|
||||
currentX > xRight ||
|
||||
currentY < yBottom ||
|
||||
currentY > yTop ||
|
||||
currentZ > zBack;
|
||||
float size = Random.Range(minSize, maxSize);
|
||||
|
||||
if (ok) {
|
||||
GameObject cube = GameObject.Instantiate(prefab);
|
||||
cube.transform.parent = gameObject.transform;
|
||||
cube.transform.localScale *= size;
|
||||
float x = currentX + (size / 2f);
|
||||
float y = currentY + (size / 2f);
|
||||
if (currentY > yTop) y = currentY - (size / 2f);
|
||||
float z = currentZ + (size / 2f);
|
||||
if (currentZ > zBack) z = currentZ - (size / 2f);
|
||||
|
||||
cube.transform.Translate(x, y, z);
|
||||
|
||||
if (Random.Range(0, 100) > 70) cube.GetComponent<Renderer>().material = cubeMatLit;
|
||||
}
|
||||
|
||||
currentX = currentX + size;
|
||||
}
|
||||
|
||||
currentX = 0;
|
||||
currentZ = currentZ + maxSize;
|
||||
}
|
||||
currentZ = 0;
|
||||
currentY = currentY + maxSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c6c4fba89ef228b4198b4ec6a065eaf8
|
||||
guid: 02b184c73205f634ab697ed571901f82
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5fcb9fcac83d91f48941d955aba9bce6
|
||||
guid: da09058beaf6bf942992481b6d3cd391
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class LineBarSpectrum : TripsitterAve {
|
||||
private LineRenderer[] _lines;
|
||||
|
||||
private float AudioScale = 10;
|
||||
private float Power = 1.5f;
|
||||
|
||||
public float LineWidth = 0.5f;
|
||||
public float LineSpacing = 1.0f;
|
||||
public LineRenderer prefab;
|
||||
|
||||
void Start() {
|
||||
LineRenderer prefab = GameObject.Find("LineBar").GetComponent<LineRenderer>();
|
||||
|
||||
_lines = new LineRenderer[SpectrumSize];
|
||||
|
||||
for (int i = 0; i < SpectrumSize; i++) {
|
||||
LineRenderer lineRenderer = GameObject.Instantiate(prefab);
|
||||
lineRenderer.transform.parent = transform;
|
||||
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
|
||||
lineRenderer.widthMultiplier = LineWidth;
|
||||
lineRenderer.positionCount = 2;
|
||||
_lines[i] = lineRenderer;
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
var spectrumData = GetSpectrumData();
|
||||
for (int i = 0; i < SpectrumSize; i++) {
|
||||
var line = _lines[i];
|
||||
var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
|
||||
var points = new Vector3[2];
|
||||
var x = LineSpacing * i;
|
||||
points[0] = new Vector3(x, 0.0f, 0.0f);
|
||||
points[1] = new Vector3(x, audioScale, 0.0f);
|
||||
line.widthMultiplier = LineWidth;
|
||||
line.SetPositions(points);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b66daeed0d3076d4d9493a0f8cd2e550
|
||||
guid: 26c8b26d018bc13448ec95f456e4368b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,44 @@
|
||||
using UnityEngine;
|
||||
using Assets.WasapiAudio.Scripts.Unity;
|
||||
|
||||
public class LineController : TripsitterAve {
|
||||
public LineRenderer prefab;
|
||||
|
||||
public int LineCount = 64;
|
||||
public float LineWidth = 0.5f;
|
||||
public float LineSpacing = 1.0f;
|
||||
|
||||
private LineRenderer[] lines;
|
||||
private float AudioScale = 10;
|
||||
private float Power = 1.5f;
|
||||
private int z = 0;
|
||||
|
||||
void Start() {
|
||||
lines = new LineRenderer[LineCount];
|
||||
|
||||
for (int i = 0; i < LineCount; i++) {
|
||||
LineRenderer lineRenderer = GameObject.Instantiate(prefab);
|
||||
lineRenderer.transform.parent = transform;
|
||||
|
||||
lineRenderer.widthMultiplier = LineWidth;
|
||||
lineRenderer.transform.Translate(0.0f, 0.0f, LineSpacing * 1.0f);
|
||||
lineRenderer.positionCount = SpectrumSize;
|
||||
lines[i] = lineRenderer;
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
var spectrumData = GetSpectrumData();
|
||||
|
||||
LineRenderer line = lines[z];
|
||||
|
||||
for (int i = 0; i < SpectrumSize; i++) {
|
||||
var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
|
||||
var x = LineSpacing * i;
|
||||
line.SetPosition(i, new Vector3(x, audioScale, 0.0f));
|
||||
}
|
||||
|
||||
z = (z + 1) % LineCount;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78676a1cd9f939f4f812df91d21a6c02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,24 +13,18 @@ MonoBehaviour:
|
||||
m_Name: MotionBlur
|
||||
m_EditorClassIdentifier:
|
||||
active: 1
|
||||
m_AdvancedMode: 0
|
||||
quality:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
intensity:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.5
|
||||
min: 0
|
||||
maximumVelocity:
|
||||
m_OverrideState: 0
|
||||
m_Value: 200
|
||||
min: 0
|
||||
max: 1500
|
||||
minimumVelocity:
|
||||
m_OverrideState: 0
|
||||
m_Value: 2
|
||||
min: 0
|
||||
max: 64
|
||||
cameraMotionBlur:
|
||||
m_OverrideState: 0
|
||||
m_Value: 1
|
||||
@@ -40,27 +34,18 @@ MonoBehaviour:
|
||||
cameraVelocityClamp:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0.05
|
||||
min: 0
|
||||
max: 0.3
|
||||
cameraTranslationVelocityClamp:
|
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SpriteRect:
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pivot: {x: 0, y: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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rect:
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spriteID: 3ab3edbd5960bb44ea5f366fbc144efc
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@@ -1,98 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.VFX;
|
||||
using UnityEngine.UI;
|
||||
using Assets.WasapiAudio.Scripts.Unity;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
public class Loader : MonoBehaviour {
|
||||
public KeyCode NextButton = KeyCode.Space;
|
||||
public KeyCode PrevButton = KeyCode.Return;
|
||||
public KeyCode MenuButton = KeyCode.Escape;
|
||||
|
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public GameObject[] vis;
|
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public GameObject menu;
|
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public Text currentVis;
|
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|
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private int _current = 0;
|
||||
private int _count;
|
||||
|
||||
private bool _menu_visible = false;
|
||||
|
||||
void Awake() {
|
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vis = GameObject.FindGameObjectsWithTag("VFX");
|
||||
_count = vis.Length;
|
||||
|
||||
foreach (GameObject v in vis) {
|
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// all visualisations are active
|
||||
// but their vfx components are disabled in editor
|
||||
v.SetActive(false);
|
||||
v.GetComponent<VisualEffect>().enabled = true;
|
||||
// v.GetComponent<VfxAudioSpectrumDataBinder>().enabled = true;
|
||||
|
||||
// look for a canvas in children
|
||||
// bit sketchy...
|
||||
Canvas v_menu = v.GetComponentInChildren<Canvas>();
|
||||
if (v_menu) v_menu.enabled = false;
|
||||
}
|
||||
|
||||
ToggleMenu(_menu_visible);
|
||||
}
|
||||
|
||||
void Start() {
|
||||
foreach (GameObject v in vis) {
|
||||
Debug.Log(v.ToString());
|
||||
}
|
||||
|
||||
foreach (var device in Microphone.devices) {
|
||||
Debug.Log("Microphone: " + device);
|
||||
}
|
||||
|
||||
LoadVis(0);
|
||||
}
|
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|
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void Update() {
|
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if (Input.GetKeyDown(NextButton)) {
|
||||
// LoadNextVis();
|
||||
SceneManager.LoadSceneAsync("Main 2");
|
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}
|
||||
|
||||
if (Input.GetKeyDown(MenuButton)) {
|
||||
ToggleMenu(!_menu_visible);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadVis(int i) {
|
||||
_current = i;
|
||||
vis[i].SetActive(true);
|
||||
currentVis.text = vis[i].name;
|
||||
|
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// ensure menu is synced on vis change
|
||||
ToggleMenu(_menu_visible);
|
||||
}
|
||||
|
||||
void LoadNextVis() {
|
||||
vis[_current].SetActive(false);
|
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int next = (_current + 1) % _count;
|
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LoadVis(next);
|
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}
|
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|
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void VisMenuVisible(int i, bool v) {
|
||||
Canvas v_menu = vis[i].GetComponentInChildren<Canvas>();
|
||||
if (v_menu) v_menu.enabled = v;
|
||||
}
|
||||
|
||||
void ToggleMenu(bool visible) {
|
||||
if (visible) {
|
||||
menu.GetComponent<Canvas>().enabled = true;
|
||||
VisMenuVisible(_current, true);
|
||||
} else {
|
||||
menu.GetComponent<Canvas>().enabled = false;
|
||||
VisMenuVisible(_current, false);
|
||||
}
|
||||
|
||||
_menu_visible = visible;
|
||||
}
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.VFX;
|
||||
using UnityEngine.UI;
|
||||
using Assets.WasapiAudio.Scripts.Unity;
|
||||
|
||||
public class SceneLoader : MonoBehaviour {
|
||||
public KeyCode NextButton = KeyCode.Space;
|
||||
public KeyCode PrevButton = KeyCode.Return;
|
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public KeyCode MenuButton = KeyCode.Escape;
|
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|
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public GameObject[] vis;
|
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public GameObject menu;
|
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public Text currentVis;
|
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|
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private int _current = 0;
|
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private int _count;
|
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|
||||
private bool _menu_visible = false;
|
||||
|
||||
void Awake() {
|
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vis = GameObject.FindGameObjectsWithTag("VFX");
|
||||
_count = vis.Length;
|
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|
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foreach (GameObject v in vis) {
|
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// all visualisations are active
|
||||
// but their vfx components are disabled in editor
|
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v.SetActive(false);
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v.GetComponent<VisualEffect>().enabled = true;
|
||||
// v.GetComponent<VfxAudioSpectrumDataBinder>().enabled = true;
|
||||
|
||||
// look for a canvas in children
|
||||
// bit sketchy...
|
||||
Canvas v_menu = v.GetComponentInChildren<Canvas>();
|
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if (v_menu) v_menu.enabled = false;
|
||||
}
|
||||
|
||||
ToggleMenu(_menu_visible);
|
||||
}
|
||||
|
||||
void Start() {
|
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foreach (GameObject v in vis) {
|
||||
Debug.Log(v.ToString());
|
||||
}
|
||||
|
||||
foreach (var device in Microphone.devices) {
|
||||
Debug.Log("Microphone: " + device);
|
||||
}
|
||||
|
||||
LoadVis(0);
|
||||
}
|
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|
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void Update() {
|
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if (Input.GetKeyDown(NextButton)) {
|
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LoadNextVis();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(MenuButton)) {
|
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ToggleMenu(!_menu_visible);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadVis(int i) {
|
||||
_current = i;
|
||||
vis[i].SetActive(true);
|
||||
currentVis.text = vis[i].name;
|
||||
|
||||
// ensure menu is synced on vis change
|
||||
ToggleMenu(_menu_visible);
|
||||
}
|
||||
|
||||
void LoadNextVis() {
|
||||
vis[_current].SetActive(false);
|
||||
int next = (_current + 1) % _count;
|
||||
LoadVis(next);
|
||||
}
|
||||
|
||||
void VisMenuVisible(int i, bool v) {
|
||||
Canvas v_menu = vis[i].GetComponentInChildren<Canvas>();
|
||||
if (v_menu) v_menu.enabled = v;
|
||||
}
|
||||
|
||||
void ToggleMenu(bool visible) {
|
||||
if (visible) {
|
||||
menu.GetComponent<Canvas>().enabled = true;
|
||||
VisMenuVisible(_current, true);
|
||||
} else {
|
||||
menu.GetComponent<Canvas>().enabled = false;
|
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VisMenuVisible(_current, false);
|
||||
}
|
||||
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_menu_visible = visible;
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}
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}
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@@ -0,0 +1,8 @@
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guid: b455ec4e5ed35694388fc55eae7c26fc
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -198,62 +198,6 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 40919614}
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m_CullTransparentMesh: 1
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--- !u!1 &50510537
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Component:
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- component: {fileID: 50510539}
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- component: {fileID: 50510538}
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--- !u!114 &50510538
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Script: {fileID: 11500000, guid: edc7f4051961d784f9af9801cc399927, type: 3}
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m_EditorClassIdentifier:
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NextButton: 32
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MenuButton: 27
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vis:
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- {fileID: 0}
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menu: {fileID: 834174969}
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currentVis: {fileID: 2003570063}
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--- !u!4 &50510539
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 50510537}
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m_Father: {fileID: 0}
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--- !u!1 &63068014
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GameObject:
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@@ -409,7 +353,7 @@ MonoBehaviour:
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m_SensorSize: {x: 2.493421, y: 1}
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Iso: 200
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@@ -432,7 +376,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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@@ -492,7 +436,7 @@ MonoBehaviour:
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LensShift: {x: 0, y: 0}
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m_SensorSize: {x: 2.493421, y: 1}
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m_SensorSize: {x: 2.722701, y: 1}
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Iso: 200
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@@ -515,7 +459,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 135872332}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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@@ -841,10 +785,9 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!114 &225398836
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MonoBehaviour:
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@@ -922,38 +865,38 @@ MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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@@ -1026,7 +969,7 @@ VisualEffect:
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@@ -1288,7 +1231,7 @@ Transform:
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{
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struct appdata
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float2 uv : TEXCOORD0;
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float2 _Pan;
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float _Zoom;
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float _Aspect;
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float3 _Colors;
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float ComputeValue(float2 v, float2 offset) {
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do {
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vxsquare = v.x * v.x;
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vysquare = v.y * v.y;
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v = float2(vxsquare - vysquare, v.x * v.y * 2) + offset;
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iteration++;
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}
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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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float4 Julia_PixelShader(float2 texCoord : TEXCOORD0) : COLOR0 {
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float val = ComputeValue(v, _JuliaSeed);
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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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return Mandelbrot_PixelShader(i.uv);
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}
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ENDCG
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Shader "Kaiju/NtrJulia"
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{
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{
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|
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struct appdata
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sampler2D _SpectrumTexture;
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sampler2D _ThemeTexture;
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|
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// float maxIterations = _MaxIter;
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float r = _EscapeRadius;
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float2 zNext;
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int iter;
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for (iter = 0; iter < maxIterations; iter ++)
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{
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// f(z) = z^2 + c
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z = zNext;
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// escaping?
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if (distance(z, float2(0,0)) > r)
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break;
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}
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if (iter >= maxIterations) {
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return 0;
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}
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float val = iter / float(maxIterations);
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// // distance
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// // d(c) = |Z|·log|Z|/|Z'|
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// float d = 0.5*sqrt(dot(z,z)/dot(zNext,zNext))*log(dot(z,z));
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// return d;
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return col;
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// return float4(sin(val), sin(val), sin(val), 1);
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// float m = sqrt(iter / _MaxIter);
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// return col;
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ENDCG
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using UnityEngine;
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public class Explorer : MonoBehaviour {
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[SerializeField] private Material mat;
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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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private Vector2 smoothPos;
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private float smoothScale;
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private float smoothAngle;
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HandleUserInput();
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UpdateShader();
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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 = 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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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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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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_Speed("Speed", range(0, 1)) = 0.1
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_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
|
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|
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
|
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_SpectrumSize("SpectrumSize", float) = 16
|
||||
|
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_ThemeTexture("ThemeTexture", 2D) = "white" {}
|
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_ThemeSize("ThemeSize", 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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|
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Pass
|
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{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
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#pragma fragment frag
|
||||
|
||||
#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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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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|
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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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|
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float4 _Area;
|
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int _MaxIter;
|
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float _EscapeRadius;
|
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float _Speed;
|
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|
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sampler2D _SpectrumTexture;
|
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int _SpectrumSize;
|
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|
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sampler2D _ThemeTexture;
|
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int _ThemeSize;
|
||||
|
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sampler2D _MainTex;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target {
|
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// drawing stuff
|
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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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|
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// cool modulation
|
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float sub = tex2D(_SpectrumTexture, 0.0);
|
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float bass = tex2D(_SpectrumTexture, 0.25);
|
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float mids = tex2D(_SpectrumTexture, 0.50);
|
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float highs = tex2D(_SpectrumTexture, 0.75);
|
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|
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float r = lerp(2.0, 200, bass);
|
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float maxIterations = lerp(2.0, 500, sub);
|
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|
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// fractal bits
|
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float r2 = r*r;
|
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float2 c = _Area.xy + uv * _Area.zw;
|
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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;
|
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}
|
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|
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// in the set
|
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// make it white
|
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if (iter >= maxIterations) {
|
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return 0;
|
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return 1;
|
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}
|
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|
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float val = iter / float(maxIterations);
|
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float4 col = tex2D(_ThemeTexture, float2(sub, 1.0));
|
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|
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return col * val;
|
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|
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// return float4(val, val, val, 1.0);
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// return tex2D(_ThemeTexture, highs);
|
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// float col = tex2D(_ThemeTexture, float2(highs * val, 1.0));
|
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// return col;
|
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|
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// from spinny curvy brot
|
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// float dist = length(z); // distance from origin
|
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// float fracIter = (dist - r) / (r2 - r); // linear interpolation
|
||||
// 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));
|
||||
// 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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}
|
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}
|
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}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,136 @@
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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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_Speed("Speed", range(0, 1)) = 0.1
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_Symmetry("Symmetry", range(0, 1)) = 0
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_EscapeRadius("EscapeRadius", range(2, 200)) = 50
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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_ThemeTexture("ThemeTexture", 2D) = "white" {}
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_SpectrumSize("SpectrumSize", float) = 16
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||||
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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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||||
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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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|
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float4 _Area;
|
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float _Angle;
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float _Speed;
|
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float _Symmetry;
|
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float _EscapeRadius;
|
||||
int _MaxIter;
|
||||
sampler2D _MainTex;
|
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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;
|
||||
}
|
||||
|
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fixed4 frag (v2f i) : SV_Target
|
||||
{
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float2 uv = i.uv - 0.5;
|
||||
uv = abs(uv);
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||||
uv = lerp(i.uv - 0.5, uv, _Symmetry);
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||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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guid: e1072418ddacefc438fd474f86c5fead
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||||
ShaderImporter:
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externalObjects: {}
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||||
defaultTextures: []
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nonModifiableTextures: []
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||||
preprocessorOverride: 0
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,98 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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||||
guid: ac37e4ae67210ed48bd3bb15fca8b2b2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,112 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4af1c27d2ef17f74a8690709b6a0970a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,80 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 251f0c72f0fac5945bf694fa5660f6c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
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assetBundleName:
|
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assetBundleVariant:
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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||||
guid: c7ee9292b3488304a95a3440be17d195
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
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externalObjects: {}
|
||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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