Files
kaiju/Assets/Scenes/GFLPC_OrganicMandelbrot/Mandelbrot.shader
T
2022-05-12 17:08:35 +10:00

137 lines
4.4 KiB
Plaintext

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
}
}
}