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You need to check 'Enable Instancing' on materials that use the shader. + // // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // // #pragma instancing_options assumeuniformscaling + // UNITY_INSTANCING_BUFFER_START(Props) + // // put more per-instance properties here + // UNITY_INSTANCING_BUFFER_END(Props) + + void surf (Input IN, inout SurfaceOutputStandard o) + { + float2 pos = IN.uv_MainTex * 4 - 2; + float angle = _Time.y * _RotSpeed + IN.worldPos.x * IN.worldPos.y; + float2 offset = float2(sin(angle) * _RadiusX, cos(angle) * _RadiusY); + + int i = 0; + while (pos.x * pos.x + pos.y * pos.y < 4 && i < _MaxIter) + { + float temp_x = pos.x * pos.x - pos.y * pos.y; + pos.y = 2 * pos.x * pos.y + offset.y; + pos.x = temp_x + offset.x; + i++; + } + + fixed3 col = + min( + pow( + fixed3(5, 2, 11) * i / (float)_MaxIter + , 2) + , 1); + o.Albedo = col; + o.Emission = col * _Emission; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/julia/julia_fractal_distorted.shader.meta b/Assets/julia/julia_fractal_distorted.shader.meta new file mode 100644 index 0000000..04186c0 --- /dev/null +++ b/Assets/julia/julia_fractal_distorted.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 284dd8a7ee30dc2c2b1a02cf67bea87f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: