add fractal tunnel
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
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[ExecuteAlways]
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{
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void LateUpdate()
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{
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var camTrans = _camera.transform;
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var trans = transform;
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var h = Mathf.Tan(_camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * pos * 2f;
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trans.position = camTrans.position + camTrans.forward * pos;
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trans.localScale = new Vector3(h*_camera.aspect,h,1);
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trans.LookAt(trans.position + camTrans.forward);
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
|
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|
public class FractalController : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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guid: 526bd98b8a2dc2b4d8d5b92a061d7570
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,100 @@
|
||||||
|
// 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
|
||||||
|
|
||||||
|
_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;
|
||||||
|
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;
|
||||||
|
float an = _Time + _BassAmplitude;
|
||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 991d4d6958e139c49a497ab6f9c98290
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,167 @@
|
||||||
|
// This shader draws a texture on the mesh.
|
||||||
|
Shader "custom/tunnel"
|
||||||
|
{
|
||||||
|
// The _BaseMap variable is visible in the Material's Inspector, as a field
|
||||||
|
// called Base Map.
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
[HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1)
|
||||||
|
[HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1)
|
||||||
|
[HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
|
_NebulaMap("Nebula Map", 2D) = "black"
|
||||||
|
_StarMap("Star Map", 2D) = "black"
|
||||||
|
_FractalMap("Fractal Map", 2D) = "black"
|
||||||
|
|
||||||
|
_OverallPower("Overall Power", Float) = 1.0
|
||||||
|
}
|
||||||
|
|
||||||
|
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 _NebulaColor1;
|
||||||
|
float4 _NebulaColor2;
|
||||||
|
float4 _FractalColor;
|
||||||
|
|
||||||
|
float _OverallPower;
|
||||||
|
|
||||||
|
TEXTURE2D(_NebulaMap);
|
||||||
|
SAMPLER(sampler_NebulaMap);
|
||||||
|
TEXTURE2D(_StarMap);
|
||||||
|
SAMPLER(sampler_StarMap);
|
||||||
|
TEXTURE2D(_FractalMap);
|
||||||
|
SAMPLER(sampler_FractalMap);
|
||||||
|
|
||||||
|
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 _NebulaMap_ST;
|
||||||
|
float4 _StarMap_ST;
|
||||||
|
float4 _FractalMap_ST;
|
||||||
|
CBUFFER_END
|
||||||
|
|
||||||
|
Varyings vert(Attributes IN)
|
||||||
|
{
|
||||||
|
Varyings OUT;
|
||||||
|
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||||
|
OUT.uv = IN.uv;
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
float2 rotateUV(float2 uv, float rotation)
|
||||||
|
{
|
||||||
|
float mid = 0.5;
|
||||||
|
return float2(
|
||||||
|
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
|
||||||
|
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
half4 frag(Varyings IN) : SV_Target
|
||||||
|
{
|
||||||
|
float2 res = _ScreenParams;
|
||||||
|
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||||
|
p.x *= res.x/res.y;
|
||||||
|
|
||||||
|
// shared tunnel vars
|
||||||
|
float r = length(p);
|
||||||
|
float a = atan(p.y/p.x);
|
||||||
|
|
||||||
|
// sample nebula 1
|
||||||
|
float n1_stretch = 1.0/50.0;
|
||||||
|
float n1_speed = 20.0;
|
||||||
|
float n1_spin = 10.0;
|
||||||
|
float n1_power = 2.0;
|
||||||
|
float n1_cutoff = 0.5;
|
||||||
|
|
||||||
|
float2 nuv1;
|
||||||
|
nuv1.x = n1_stretch/(r*r) + _Time * n1_speed;
|
||||||
|
nuv1.y = a/PI + _Time * n1_spin;
|
||||||
|
half4 nebula1 = SAMPLE_TEXTURE2D(_NebulaMap, sampler_NebulaMap, nuv1);
|
||||||
|
nebula1 *= _NebulaColor1;
|
||||||
|
nebula1 *= max(0,n1_power*r-n1_cutoff);
|
||||||
|
|
||||||
|
// sample nebula 2 - same as nebula 1 but in another direction
|
||||||
|
float n2_stretch = 1.0/100.0;
|
||||||
|
float n2_speed = 30.0;
|
||||||
|
float n2_spin = -5.0;
|
||||||
|
float n2_power = 4.0;
|
||||||
|
float n2_cutoff = 0.5;
|
||||||
|
|
||||||
|
float2 nuv2;
|
||||||
|
nuv2.x = n2_stretch/(r*r) + _Time * n2_speed;
|
||||||
|
nuv2.y = a/PI + _Time * n2_spin;
|
||||||
|
half4 nebula2 = SAMPLE_TEXTURE2D(_NebulaMap, sampler_NebulaMap, nuv2.yx);
|
||||||
|
nebula2 *= _NebulaColor2;
|
||||||
|
nebula2 *= max(0,n2_power*r - n2_cutoff);
|
||||||
|
|
||||||
|
// sample stars
|
||||||
|
float starStretch = 1.0/100.0;
|
||||||
|
float starSpeed = 10.0;
|
||||||
|
int starWrap = 3;
|
||||||
|
|
||||||
|
// star uv
|
||||||
|
float2 suv;
|
||||||
|
// use the root to make them into radial lines instead of a tunnel
|
||||||
|
suv.x = starStretch/sqrt(r) + _Time * starSpeed;
|
||||||
|
suv.y = (float)starWrap*a/PI;
|
||||||
|
half4 star = SAMPLE_TEXTURE2D(_StarMap, sampler_StarMap, suv);
|
||||||
|
star *= r * r * 2.0;
|
||||||
|
|
||||||
|
// sample fractal
|
||||||
|
float fractalScale = 4.0;
|
||||||
|
float fractalRotateSpeed = 20.0;
|
||||||
|
float fractalPower = 1.0;
|
||||||
|
float fractal_inner = 0.2;
|
||||||
|
|
||||||
|
// fractal uv
|
||||||
|
float2 fuv = p / fractalScale + float2(0.5,0.5);
|
||||||
|
fuv = rotateUV(fuv,_Time*fractalRotateSpeed);
|
||||||
|
half4 fractal = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv);
|
||||||
|
fractal *= _FractalColor;
|
||||||
|
fractal *= max(0, r-fractal_inner);
|
||||||
|
fractal *= fractalPower;
|
||||||
|
|
||||||
|
half4 color = half4(0,0,0,0);
|
||||||
|
color += nebula1;
|
||||||
|
color += nebula2;
|
||||||
|
color += fractal;
|
||||||
|
color += star;
|
||||||
|
|
||||||
|
saturate(color);
|
||||||
|
color *= _OverallPower;
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9d7afb8f866fe8a4cbbf660a52c17084
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
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|
||||||
|
fileFormatVersion: 2
|
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|
guid: db95a7ae009ec8e4bb49c20f335311fd
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
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|
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|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 76b8a8711756f0244a896b7e1c505583
|
||||||
|
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|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 11
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 1
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: -1
|
||||||
|
aniso: 2
|
||||||
|
mipBias: -100
|
||||||
|
wrapU: 0
|
||||||
|
wrapV: 0
|
||||||
|
wrapW: 0
|
||||||
|
nPOTScale: 1
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 0
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 0
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 0
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 8192
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 8192
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: iPhone
|
||||||
|
maxTextureSize: 8192
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
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Loading…
Reference in New Issue