fix GoL shader bug and optimise, add more GoL presets

This commit is contained in:
Crispy 2023-07-16 17:13:03 +02:00
parent c85faea362
commit 1b4da311e7
26 changed files with 1453 additions and 128 deletions

File diff suppressed because it is too large Load diff

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Shader "CrispyPin/gol"
{
Properties
{
[NoScaleOffset]
_LastFrame ("Render texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define WIDTH 256
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
texture2D _LastFrame;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
inline half state(uint2 p, int dx, int dy)
{
const uint x = (p.x + dx) % WIDTH;
const uint y = (p.y + dy) % WIDTH;
return _LastFrame[uint2(x, y)].b > 0;
}
fixed3 frag (v2f i) : SV_Target
{
if(_ProjectionParams.z > 1) discard;
const uint2 p = i.uv * WIDTH;
half count =
state(p, -1, -1) +
state(p, 0, -1) +
state(p, 1, -1) +
state(p, -1, 0) +
state(p, 1, 0) +
state(p, -1, 1) +
state(p, 0, 1) +
state(p, 1, 1);
half prev = _LastFrame[p].b > 0;
half next = count == 3 || ((count == 2) && prev);
return fixed3(i.uv * next, next * (_SinTime.y * 0.4 + 0.6));
}
ENDCG
}
}
}

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Shader "CrispyPin/gol"
Shader "CrispyPin/SimOutput"
{
Properties
{
_LastFrame ("Texture", 2D) = "white" {}
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
@ -29,9 +29,11 @@
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _LastFrame;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
@ -41,38 +43,16 @@
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
int state(half2 uv, half x, half y){
return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
}
fixed4 frag (v2f i) : SV_Target
{
const half d = 1.0/256.0;
// don't interfere with simulation camera
if(_ProjectionParams.z < 1) discard;
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;
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);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG

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