2023-06-17 21:12:51 +02:00
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Shader "CrispyPin/gol"
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{
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2023-06-25 18:08:22 +02:00
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Properties
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{
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_LastFrame ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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#include "UnityCG.cginc"
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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sampler2D _LastFrame;
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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int state(half2 uv, half x, half y){
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return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
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}
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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fixed4 frag (v2f i) : SV_Target
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{
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const half d = 1.0/256.0;
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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int count = state(i.uv, -d, -d)+
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state(i.uv, 0, -d)+
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state(i.uv, d, -d)+
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state(i.uv, -d, 0)+
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state(i.uv, d, 0)+
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state(i.uv, -d, d)+
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state(i.uv, 0, d)+
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state(i.uv, d, d);
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half this = tex2D(_LastFrame, i.uv).r;
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half state;
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2023-06-17 21:12:51 +02:00
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2023-06-25 18:08:22 +02:00
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if (this.r > 0){
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state = count > 1 && count < 4;
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// col = count > 0 && count < 6; // mazetric
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}
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else {
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state = count == 3;
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}
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float4 col = float4(i.uv * state, 0.5 * state, 1);
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return col;
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}
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ENDCG
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}
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}
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2023-06-17 21:12:51 +02:00
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}
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