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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[ExecuteAlways]
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public class FillScreen : MonoBehaviour
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{
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[SerializeField] private Camera _camera;
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void LateUpdate()
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{
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var pos = (_camera.farClipPlane * 0.9f);
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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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}
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}
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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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}
|
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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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@ -0,0 +1,100 @@
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// This shader draws a texture on the mesh.
|
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Shader "custom/julia"
|
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{
|
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// The _BaseMap variable is visible in the Material's Inspector, as a field
|
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// called Base Map.
|
||||
Properties
|
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{
|
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_Color1("Color 1", Color) = (1,1,1,1)
|
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_Color2("Color 2", Color) = (1,1,1,1)
|
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|
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_BassPower("Bass Power", Float) = 0.0
|
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|
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_Fractality("Fractality", Float) = 1.02
|
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}
|
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|
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SubShader
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{
|
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
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Pass
|
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{
|
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HLSLPROGRAM
|
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#pragma vertex vert
|
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#pragma fragment frag
|
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|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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|
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struct Attributes
|
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{
|
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float4 positionOS : POSITION;
|
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// The uv variable contains the UV coordinate on the texture for the
|
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// given vertex.
|
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float2 uv : TEXCOORD0;
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};
|
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|
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struct Varyings
|
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{
|
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float4 positionHCS : SV_POSITION;
|
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// The uv variable contains the UV coordinate on the texture for the
|
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// given vertex.
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float2 uv : TEXCOORD0;
|
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};
|
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|
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float4 _Color1;
|
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float4 _Color2;
|
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float _Fractality;
|
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float _BassAmplitude;
|
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|
||||
// This macro declares _BaseMap as a Texture2D object.
|
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TEXTURE2D(_BaseMap);
|
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// 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;
|
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CBUFFER_END
|
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|
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Varyings vert(Attributes IN)
|
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{
|
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Varyings OUT;
|
||||
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
|
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// The TRANSFORM_TEX macro performs the tiling and offset
|
||||
// transformation.
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
||||
return OUT;
|
||||
}
|
||||
|
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half4 frag(Varyings IN) : SV_Target
|
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{
|
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// calculate pixel
|
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float2 res = _ScreenParams;
|
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float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
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|
||||
float2 z = p * 1.5;
|
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float2 c;
|
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float an = _Time + _BassAmplitude;
|
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c.x = 0.5*cos(an) - 0.25*cos(2.0*an);
|
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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)
|
||||
{
|
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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;
|
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z = nz;
|
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t+= 1.0 / (iterations-1.0);
|
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}
|
||||
|
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return lerp(_Color1,_Color2,t);
|
||||
}
|
||||
ENDHLSL
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}
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}
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}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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@ -0,0 +1,167 @@
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// 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
|
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#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
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float4 positionOS : POSITION;
|
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// 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
|
||||
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Loading…
Reference in New Issue