add elementary cellular automaton shader
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parent
15ac2518ce
commit
5c19f40190
10 changed files with 668 additions and 2 deletions
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8
Assets/automata/ElementaryCA.meta
Normal file
8
Assets/automata/ElementaryCA.meta
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74
Assets/automata/ElementaryCA/elementary_ca.shader
Normal file
74
Assets/automata/ElementaryCA/elementary_ca.shader
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Shader "CrispyPin/elementary_ca"
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{
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Properties
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{
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[NoScaleOffset]
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_LastFrame ("Render texture", 2D) = "white" {}
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_Rule("Rule", Int) = 110
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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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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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#include "UnityCG.cginc"
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#define WIDTH 256
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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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};
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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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};
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texture2D _LastFrame;
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int _Rule;
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v2f vert (appdata v)
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{
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v2f o;
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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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inline int state(uint2 p, int dx, int dy)
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{
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const uint x = (p.x + dx) % WIDTH;
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const uint y = (p.y + dy) % WIDTH;
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return _LastFrame[uint2(x, y)].b > 0;
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}
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float3 frag (v2f i) : SV_Target
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{
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if(_ProjectionParams.z > 1) discard;
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const uint2 p = i.uv * WIDTH;
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if (p.y == WIDTH-1) {
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return state(p, 0, 0);
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}
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||||
int permutation =
|
||||
(state(p, -1, 1)<<2) |
|
||||
(state(p, 0, 1)<<1) |
|
||||
state(p, 1, 1);
|
||||
|
||||
float next = (_Rule >> permutation) & 1;
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return float3(i.uv * next, next * (_SinTime.y * 0.4 + 0.6));
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// return next;
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}
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ENDCG
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}
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}
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}
|
9
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Loading…
Reference in a new issue