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kaiju/Assets/Scenes/GFLPC_Mandelbrot/MandelBrotHybrid.shader
T
2022-05-06 16:53:30 +10:00

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Shader "Explorer/Mandelbrot"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_Speed("Speed", range(0, 1)) = 0.1
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_ThemeSize("ThemeSize", float) = 16
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
int _MaxIter;
float _EscapeRadius;
float _Speed;
sampler2D _SpectrumTexture;
int _SpectrumSize;
sampler2D _ThemeTexture;
int _ThemeSize;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
// drawing stuff
float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
// cool modulation
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float r = lerp(2.0, 200, bass);
float maxIterations = lerp(2.0, 500, sub);
// fractal bits
float r2 = r*r;
float2 c = _Area.xy + uv * _Area.zw;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < maxIterations; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
// unbounded
if (length(zNext) > r)
break;
}
// in the set
// make it white
if (iter >= maxIterations) {
return 0;
return 1;
}
float val = iter / float(maxIterations);
float4 col = tex2D(_ThemeTexture, float2(sub, 1.0));
return col * val;
// return float4(val, val, val, 1.0);
// return tex2D(_ThemeTexture, highs);
// float col = tex2D(_ThemeTexture, float2(highs * val, 1.0));
// return col;
// from spinny curvy brot
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}