lenia
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Shader "CrispyPin/Lenia"
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{
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Properties
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{
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_LastFrame ("Texture", 2D) = "white" {}
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Pass
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CGPROGRAM
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#pragma vertex vert
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struct appdata
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float4 vertex : POSITION;
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struct v2f
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float _GrowthWidth;
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float _KOffset;
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float kernel(float p) {
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float r = p / _Radius;
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// -- example from the lenia paper
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// if (r >= 1) return 0;
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// const float alpha = 4;
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// return exp(alpha - alpha/(4.0 * r * (1.0 - r)));
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// -- forgor
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// return exp(-((r-0.5)*(r-0.5))*25);
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// -- circle :)
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// float b =_KOffset -_KSharpness;
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// return r < a && r > b;
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// -- normal
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}
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float activation(float neighbors) {
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// return old_state * (neighbors > 2 && neighbors < 5) +
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// ((1 - old_state) * neighbors == 3);
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||||
|
||||
// const float sharpness = 1000.0;
|
||||
// float x = neighbors - _GrowtCenter;
|
||||
// return exp(-(x*x) * _GrowthWidth) * 2.0 - 1.0;
|
||||
float mu = _GrowtCenter;
|
||||
float sigma = _GrowthWidth;
|
||||
float u = neighbors;
|
||||
|
||||
// float u = neighbors - _GrowtCenter;
|
||||
|
||||
return exp(-((u-mu) * (u-mu)) / (2 * sigma * sigma)) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
half value(float2 center, float x, float y) {
|
||||
return tex2D(_LastFrame, center + float2(x, y)).r;
|
||||
}
|
||||
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
const float resolution = 256.0;
|
||||
const float d = 1.0 / resolution;
|
||||
|
||||
float total_max = 0.0; // TODO replace with const?
|
||||
float total = 0.0;
|
||||
|
||||
for (int x = -_Radius; x <= _Radius; x++) {
|
||||
for (int y = -_Radius; y <= _Radius; y++) {
|
||||
float dist = sqrt(x*x+y*y);
|
||||
float kval = kernel(dist);
|
||||
total_max += kval;
|
||||
total += value(i.uv, x*d, y*d) * kval;
|
||||
}
|
||||
}
|
||||
|
||||
float old_state = value(i.uv, 0.0, 0.0) ;
|
||||
float count = total / total_max;
|
||||
|
||||
float state = activation(count) * _Speed + old_state;
|
||||
state = clamp(state, 0, 1);
|
||||
|
||||
|
||||
// float2 p = (i.uv - 0.5) * resolution;
|
||||
// float k = kernel(length(p)) * (max(abs(p.x), abs(p.y)) <= _Radius); // kernel visualisation: real size
|
||||
// // float k = kernel(length(i.uv - 0.5) * _Radius * 2); // kernel visualisation: fill square
|
||||
// float a = activation(i.uv.x);
|
||||
// float4 col = float4(state, k, a, 1);
|
||||
|
||||
// float4 col = float4(state, state * 0.5, 0, 1);
|
||||
float4 col = float4(state, i.uv.x * state, i.uv.y * state, 1);
|
||||
|
||||
// float4 col = state;
|
||||
// col.a = 1;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/automata/lenia.shader.meta
Normal file
9
Assets/automata/lenia.shader.meta
Normal file
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 2ce832468d1053a50b5dc09a9689af26
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
37
Assets/automata/lenia_rt.renderTexture
Normal file
37
Assets/automata/lenia_rt.renderTexture
Normal file
|
@ -0,0 +1,37 @@
|
|||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!84 &8400000
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RenderTexture:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
||||
m_Name: lenia_rt
|
||||
m_ImageContentsHash:
|
||||
serializedVersion: 2
|
||||
Hash: 00000000000000000000000000000000
|
||||
m_ForcedFallbackFormat: 4
|
||||
m_DownscaleFallback: 0
|
||||
serializedVersion: 3
|
||||
m_Width: 256
|
||||
m_Height: 256
|
||||
m_AntiAliasing: 1
|
||||
m_MipCount: -1
|
||||
m_DepthFormat: 0
|
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m_ColorFormat: 8
|
||||
m_MipMap: 0
|
||||
m_GenerateMips: 1
|
||||
m_SRGB: 0
|
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m_UseDynamicScale: 0
|
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m_BindMS: 0
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m_EnableCompatibleFormat: 1
|
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m_TextureSettings:
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||||
serializedVersion: 2
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m_FilterMode: 0
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m_Aniso: 0
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m_MipBias: 0
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m_WrapU: 0
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m_WrapV: 0
|
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m_WrapW: 0
|
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m_Dimension: 2
|
||||
m_VolumeDepth: 1
|
8
Assets/automata/lenia_rt.renderTexture.meta
Normal file
8
Assets/automata/lenia_rt.renderTexture.meta
Normal file
|
@ -0,0 +1,8 @@
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|||
fileFormatVersion: 2
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guid: b8b62218c9d4ca16f887e8ae9d9d2942
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 8400000
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userData:
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assetBundleName:
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assetBundleVariant:
|
Loading…
Reference in a new issue