cvr-props/Assets/automata/gol.shader

82 lines
1.4 KiB
Text
Raw Normal View History

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