lucid-super-dream/Assets/Shaders/julia.shader

102 lines
3.5 KiB
Plaintext
Raw Normal View History

2021-01-05 20:51:34 +01:00
// This shader draws a texture on the mesh.
Shader "custom/julia"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
{
_Color1("Color 1", Color) = (1,1,1,1)
_Color2("Color 2", Color) = (1,1,1,1)
_BassPower("Bass Power", Float) = 0.0
2021-01-10 06:55:45 +01:00
_TimeOffset("Time Offset", Float) = 10.0
2021-01-05 20:51:34 +01:00
_Fractality("Fractality", Float) = 1.02
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
};
float4 _Color1;
float4 _Color2;
float _Fractality;
2021-01-10 06:55:45 +01:00
float _TimeOffset;
2021-01-05 20:51:34 +01:00
float _BassAmplitude;
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap);
// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST
// suffix is necessary for the tiling and offset function to work.
float4 _BaseMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// The TRANSFORM_TEX macro performs the tiling and offset
// transformation.
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// calculate pixel
float2 res = _ScreenParams;
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
float2 z = p * 1.5;
float2 c;
2021-01-10 06:55:45 +01:00
float an = _TimeOffset + _Time + _BassAmplitude;
2021-01-05 20:51:34 +01:00
c.x = 0.5*cos(an) - 0.25*cos(2.0*an);
c.y = 0.5*sin(an) - 0.25*sin(2.0*an);
c *= _Fractality;
float t = 0.0;
int iterations = 64;
for (int i = 0; i < iterations; ++i)
{
float2 nz = float2(z.x*z.x-z.y*z.y,2.0*z.x*z.y) + c;
float m2 = dot(nz,nz);
if (m2 > 4.0) break;
z = nz;
t+= 1.0 / (iterations-1.0);
}
return lerp(_Color1,_Color2,t);
}
ENDHLSL
}
}
}