Compare commits

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Author SHA1 Message Date
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
497 changed files with 240028 additions and 47937 deletions

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+4
View File
@@ -58,3 +58,7 @@ build/
# Crashlytics generated file # Crashlytics generated file
crashlytics-build.properties crashlytics-build.properties
build/
Kaiju.zip
-76
View File
@@ -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
View File
@@ -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";
}
}
}
-40
View File
@@ -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;
}
}
+115
View File
@@ -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 fileFormatVersion: 2
guid: c6c4fba89ef228b4198b4ec6a065eaf8 guid: 02b184c73205f634ab697ed571901f82
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
+1 -1
View File
@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5fcb9fcac83d91f48941d955aba9bce6 guid: da09058beaf6bf942992481b6d3cd391
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
+42
View File
@@ -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 fileFormatVersion: 2
guid: b66daeed0d3076d4d9493a0f8cd2e550 guid: 26c8b26d018bc13448ec95f456e4368b
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
+44
View File
@@ -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;
}
}
+11
View File
@@ -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_Name: MotionBlur
m_EditorClassIdentifier: m_EditorClassIdentifier:
active: 1 active: 1
m_AdvancedMode: 0
quality: quality:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 1
intensity: intensity:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 0.5 m_Value: 0.5
min: 0
maximumVelocity: maximumVelocity:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 200 m_Value: 200
min: 0
max: 1500
minimumVelocity: minimumVelocity:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 2 m_Value: 2
min: 0
max: 64
cameraMotionBlur: cameraMotionBlur:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
@@ -40,27 +34,18 @@ MonoBehaviour:
cameraVelocityClamp: cameraVelocityClamp:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.05 m_Value: 0.05
min: 0
max: 0.3
cameraTranslationVelocityClamp: cameraTranslationVelocityClamp:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.05 m_Value: 0.05
min: 0
max: 0.3
cameraRotationVelocityClamp: cameraRotationVelocityClamp:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.03 m_Value: 0.03
min: 0
max: 0.2
depthComparisonExtent: depthComparisonExtent:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
min: 0
max: 20
m_SampleCount: m_SampleCount:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 8 m_Value: 8
min: 2
--- !u!114 &-1016694868962581565 --- !u!114 &-1016694868962581565
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 3 m_ObjectHideFlags: 3
@@ -74,7 +59,6 @@ MonoBehaviour:
m_Name: ContactShadows m_Name: ContactShadows
m_EditorClassIdentifier: m_EditorClassIdentifier:
active: 1 active: 1
m_AdvancedMode: 0
quality: quality:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
@@ -84,49 +68,33 @@ MonoBehaviour:
length: length:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.15 m_Value: 0.15
min: 0
max: 1
opacity: opacity:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
min: 0
max: 1
distanceScaleFactor: distanceScaleFactor:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.5 m_Value: 0.5
min: 0
max: 1
maxDistance: maxDistance:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 50 m_Value: 50
min: 0
minDistance: minDistance:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
fadeDistance: fadeDistance:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 5 m_Value: 5
min: 0
fadeInDistance: fadeInDistance:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
rayBias: rayBias:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.2 m_Value: 0.2
min: 0
max: 1
thicknessScale: thicknessScale:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.15 m_Value: 0.15
min: 0.02
max: 1
m_SampleCount: m_SampleCount:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 10 m_Value: 10
min: 4
max: 64
--- !u!114 &11400000 --- !u!114 &11400000
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -162,12 +130,9 @@ MonoBehaviour:
m_Name: HDRISky m_Name: HDRISky
m_EditorClassIdentifier: m_EditorClassIdentifier:
active: 1 active: 1
m_AdvancedMode: 0
rotation: rotation:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
max: 360
skyIntensityMode: skyIntensityMode:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 2 m_Value: 2
@@ -177,11 +142,9 @@ MonoBehaviour:
multiplier: multiplier:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
min: 0
upperHemisphereLuxValue: upperHemisphereLuxValue:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.4660715 m_Value: 0.4660715
min: 0
upperHemisphereLuxColor: upperHemisphereLuxColor:
m_OverrideState: 0 m_OverrideState: 0
m_Value: {x: 0.18750614, y: 0.29181972, z: 0.5} m_Value: {x: 0.18750614, y: 0.29181972, z: 0.5}
@@ -194,34 +157,35 @@ MonoBehaviour:
updatePeriod: updatePeriod:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
includeSunInBaking: includeSunInBaking:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
hdriSky: hdriSky:
m_OverrideState: 0 m_OverrideState: 0
m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3}
enableDistortion: distortionMode:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
procedural:
m_OverrideState: 0
m_Value: 1
flowmap: flowmap:
m_OverrideState: 0 m_OverrideState: 0
m_Value: {fileID: 0} m_Value: {fileID: 0}
upperHemisphereOnly: upperHemisphereOnly:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 1 m_Value: 1
scrollDirection: scrollOrientation:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value:
min: 0 mode: 1
max: 360 customValue: 0
additiveValue: 0
multiplyValue: 1
scrollSpeed: scrollSpeed:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 2 m_Value:
min: 0 mode: 1
customValue: 100
additiveValue: 0
multiplyValue: 1
enableBackplate: enableBackplate:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
@@ -237,31 +201,21 @@ MonoBehaviour:
projectionDistance: projectionDistance:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 16 m_Value: 16
min: 0.0000001
plateRotation: plateRotation:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
max: 360
plateTexRotation: plateTexRotation:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
max: 360
plateTexOffset: plateTexOffset:
m_OverrideState: 0 m_OverrideState: 0
m_Value: {x: 0, y: 0} m_Value: {x: 0, y: 0}
blendAmount: blendAmount:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
max: 100
shadowTint: shadowTint:
m_OverrideState: 0 m_OverrideState: 0
m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1}
hdr: 0
showAlpha: 1
showEyeDropper: 1
pointLightShadow: pointLightShadow:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
@@ -271,6 +225,19 @@ MonoBehaviour:
rectLightShadow: rectLightShadow:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
m_SkyVersion: 1
enableDistortion:
m_OverrideState: 0
m_Value: 0
procedural:
m_OverrideState: 0
m_Value: 1
scrollDirection:
m_OverrideState: 0
m_Value: 0
m_ObsoleteScrollSpeed:
m_OverrideState: 0
m_Value: 2
--- !u!114 &1501199423866068322 --- !u!114 &1501199423866068322
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 3 m_ObjectHideFlags: 3
@@ -284,37 +251,27 @@ MonoBehaviour:
m_Name: Bloom m_Name: Bloom
m_EditorClassIdentifier: m_EditorClassIdentifier:
active: 1 active: 1
m_AdvancedMode: 0
quality: quality:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 1
threshold: threshold:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
min: 0
intensity: intensity:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 0.2 m_Value: 0.2
min: 0
max: 1
scatter: scatter:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0.7 m_Value: 0.7
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tint: tint:
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m_Value: {r: 1, g: 1, b: 1, a: 1} m_Value: {r: 1, g: 1, b: 1, a: 1}
hdr: 0
showAlpha: 0
showEyeDropper: 1
dirtTexture: dirtTexture:
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m_Value: {fileID: 0} m_Value: {fileID: 0}
dirtIntensity: dirtIntensity:
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m_Value: 0 m_Value: 0
min: 0
anamorphic: anamorphic:
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m_Value: 1 m_Value: 1
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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m_AdvancedMode: 0
skyType: skyType:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 1
cloudType:
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m_Value: 0
skyAmbientMode: skyAmbientMode:
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m_Value: 0 m_Value: 0
windOrientation:
m_OverrideState: 0
m_Value: 0
windSpeed:
m_OverrideState: 0
m_Value: 100
fogType: fogType:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
@@ -363,7 +328,6 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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m_AdvancedMode: 0
mode: mode:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 1 m_Value: 1
@@ -469,19 +433,15 @@ MonoBehaviour:
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adaptationSpeedLightToDark: adaptationSpeedLightToDark:
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min: 0.001
weightTextureMask: weightTextureMask:
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m_Value: {fileID: 0} m_Value: {fileID: 0}
histogramPercentages: histogramPercentages:
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min: 0
max: 100
histogramUseCurveRemapping: histogramUseCurveRemapping:
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m_Value: 0 m_Value: 0
@@ -506,7 +466,6 @@ MonoBehaviour:
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--- !u!114 &7502528774814404555 --- !u!114 &7502528774814404555
MonoBehaviour: MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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m_AdvancedMode: 0
quality: quality:
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m_Value: 1 m_Value: 1
@@ -530,79 +488,62 @@ MonoBehaviour:
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m_Value: 0.5 m_Value: 0.5
min: 0
max: 4
directLightingStrength: directLightingStrength:
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min: 0
max: 1
radius: radius:
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m_Value: 1.5 m_Value: 1.5
min: 0.25
max: 5
spatialBilateralAggressiveness: spatialBilateralAggressiveness:
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m_Value: 0.15 m_Value: 0.15
min: 0
max: 1
temporalAccumulation: temporalAccumulation:
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m_Value: 1 m_Value: 1
ghostingReduction: ghostingReduction:
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m_Value: 0.5 m_Value: 0.5
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max: 1
blurSharpness: blurSharpness:
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m_Value: 1
receiverMotionRejection:
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max: 32
m_FullResolution: m_FullResolution:
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m_Value: 0 m_Value: 0
m_MaximumRadiusInPixels: m_MaximumRadiusInPixels:
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min: 16
max: 256
m_BilateralUpsample: m_BilateralUpsample:
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m_Value: 1 m_Value: 1
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m_RayLength: m_RayLength:
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m_Denoise: m_Denoise:
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m_DenoiserRadius: m_DenoiserRadius:
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--- !u!114 &7542669330009093999 --- !u!114 &7542669330009093999
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@@ -616,46 +557,33 @@ MonoBehaviour:
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@@ -669,21 +597,15 @@ MonoBehaviour:
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m_AdvancedMode: 0
maxShadowDistance: maxShadowDistance:
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m_Value: 150 m_Value: 150
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directionalTransmissionMultiplier: directionalTransmissionMultiplier:
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m_Value: 1 m_Value: 1
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max: 1
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min: 1
max: 4
cascadeShadowSplit0: cascadeShadowSplit0:
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@@ -12,7 +12,272 @@ MonoBehaviour:
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decalNormalBufferHP: 0
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probeVolumeSHBands: 1
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cookieFormat: 74
cookieAtlasLastValidMip: 0
cookieTexArraySize: 1
planarReflectionAtlasSize: 1024
reflectionProbeCacheSize: 64
reflectionCubemapSize: 256
reflectionCacheCompressed: 0
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skyReflectionSize: 256
skyLightingOverrideLayerMask:
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maxDirectionalLightsOnScreen: 16
maxPunctualLightsOnScreen: 512
maxAreaLightsOnScreen: 64
maxEnvLightsOnScreen: 64
maxDecalsOnScreen: 512
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maxLocalVolumetricFogOnScreen: 64
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punctualLightShadowAtlas:
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shadowAtlasDepthBits: 32
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areaLightShadowAtlas:
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shadowAtlasDepthBits: 32
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cachedAreaLightShadowAtlas: 1024
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enableBigTilePrepass: 0 enableBigTilePrepass: 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;
public GameObject[] vis;
public GameObject menu;
public Text currentVis;
private int _current = 0;
private int _count;
private bool _menu_visible = false;
void Awake() {
vis = GameObject.FindGameObjectsWithTag("VFX");
_count = vis.Length;
foreach (GameObject v in vis) {
// 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);
}
void Update() {
if (Input.GetKeyDown(NextButton)) {
// LoadNextVis();
SceneManager.LoadSceneAsync("Main 2");
}
if (Input.GetKeyDown(MenuButton)) {
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;
VisMenuVisible(_current, false);
}
_menu_visible = visible;
}
}
File diff suppressed because it is too large. Load diff
-95
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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;
public KeyCode MenuButton = KeyCode.Escape;
public GameObject[] vis;
public GameObject menu;
public Text currentVis;
private int _current = 0;
private int _count;
private bool _menu_visible = false;
void Awake() {
vis = GameObject.FindGameObjectsWithTag("VFX");
_count = vis.Length;
foreach (GameObject v in vis) {
// 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);
}
void Update() {
if (Input.GetKeyDown(NextButton)) {
LoadNextVis();
}
if (Input.GetKeyDown(MenuButton)) {
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;
VisMenuVisible(_current, false);
}
_menu_visible = visible;
}
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m_CullTransparentMesh: 1 m_CullTransparentMesh: 1
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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- component: {fileID: 50510538}
m_Layer: 0
m_Name: Loader
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &50510538
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 50510537}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: edc7f4051961d784f9af9801cc399927, type: 3}
m_Name:
m_EditorClassIdentifier:
NextButton: 32
PrevButton: 13
MenuButton: 27
vis:
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- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
menu: {fileID: 834174969}
currentVis: {fileID: 2003570063}
--- !u!4 &50510539
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m_CorrespondingSourceObject: {fileID: 0}
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m_Father: {fileID: 0}
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GameObject: GameObject:
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@@ -409,7 +353,7 @@ MonoBehaviour:
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Iso: 200 Iso: 200
ShutterSpeed: 0.005 ShutterSpeed: 0.005
Aperture: 16 Aperture: 16
@@ -432,7 +376,7 @@ Transform:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
@@ -492,7 +436,7 @@ MonoBehaviour:
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GateFit: 2 GateFit: 2
m_SensorSize: {x: 2.493421, y: 1} m_SensorSize: {x: 2.722701, y: 1}
Iso: 200 Iso: 200
ShutterSpeed: 0.005 ShutterSpeed: 0.005
Aperture: 16 Aperture: 16
@@ -515,7 +459,7 @@ Transform:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children: []
- {fileID: 316080948}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 6 m_RootOrder: 5
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MonoBehaviour: MonoBehaviour:
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Transformers: [] Transformers: []
Preview: Preview:
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- 0.042915907 - 0.23614782
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- 0.038424842 - 0.10246645
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m_Name: SpectrumSize m_Name: SpectrumSize
SpectrumDataTextureParameter: SpectrumDataTextureParameter:
@@ -988,7 +931,7 @@ VFXRenderer:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 225398834} m_GameObject: {fileID: 225398834}
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m_ReceiveShadows: 0 m_ReceiveShadows: 0
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@@ -1026,7 +969,7 @@ VisualEffect:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_InitialEventName: OnPlay m_InitialEventName: OnPlay
m_InitialEventNameOverriden: 0 m_InitialEventNameOverriden: 0
@@ -1288,7 +1231,7 @@ Transform:
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m_RootOrder: 4 m_RootOrder: 3
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GameObject: GameObject:
@@ -1339,7 +1282,7 @@ GameObject:
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m_TagString: Untagged m_TagString: Untagged
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@@ -1352,15 +1295,15 @@ RectTransform:
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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;
} 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 "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" {}
_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;
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"
{
Properties
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// 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;
}
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{
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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
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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
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// 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;
}
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float fracIter = (dist - r) / (r2 - r); // linear interpolation
fracIter = log2(log(dist) / log(r)); // double exponential interpolation
// iter -= fracIter;
float m = sqrt(iter / _MaxIter);
// float4 col = tex2D(_ThemeTexture, m + abs(sin(time)) * speed);
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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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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struct v2f
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float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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v2f vert (appdata v)
{
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int _MaxIter;
float _EscapeRadius;
float _Speed;
sampler2D _SpectrumTexture;
int _SpectrumSize;
sampler2D _ThemeTexture;
int _ThemeSize;
sampler2D _MainTex;
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// drawing stuff
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// cool modulation
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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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// fractal bits
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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;
}
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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
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// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
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// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
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// return col;
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ENDCG
}
}
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Shader "Explorer/Mandelbrot"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_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
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// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
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ENDCG
}
}
}
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Shader "Explorer/Mandelbrot"
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_Color("Color", range(0,1)) = 0.5
_Repeat("Repeat", float) = 1
_Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (3.0, 4.0, 5.0, 0.0)
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// No culling or depth
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#pragma fragment frag
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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 @@
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@@ -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 @@
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