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_RadiusY ("Rotation radius Y", Range(0, 2)) = 1
_Emission ("Emission", Range(0, 1)) = 0.2
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SubShader
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Cull off
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
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// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _RadiusX;
half _RadiusY;
half _Emission;
float _RotSpeed;
int _MaxIter;
// // Add instancing support for this shader. 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)
{
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float angle = _Time.y * _RotSpeed;
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
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, 1);
o.Albedo = col;
o.Emission = col * _Emission;
}
ENDCG
}
FallBack "Diffuse"
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Shader "CrispyPin/Triplanar"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_TexX ("X texture", 2D) = "white" {}
_TexY ("Y texture", 2D) = "white" {}
_TexZ ("Z texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Cull off
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _TexX;
sampler2D _TexY;
sampler2D _TexZ;
struct Input
{
float3 worldPos;
float3 worldNormal;
};
fixed4 _Color;
// Add instancing support for this shader. 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)
{
// Albedo comes from a texture tinted by color
// fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
// float3 amounts = IN.worldNormal / (IN.worldNormal.x+IN.worldNormal.y+IN.worldNormal.z);
float3 amounts = float3(
dot(IN.worldNormal, float3(1,0,0)),
dot(IN.worldNormal, float3(0,1,0)),
dot(IN.worldNormal, float3(0,0,1)));
amounts = abs(amounts);
float3 uv = IN.worldPos;
fixed3 c = _Color
*(
tex2D (_TexZ, uv.xy) * amounts.z
+ tex2D (_TexY, uv.xz) * amounts.y
+ tex2D (_TexX, uv.zy) * amounts.x);
o.Albedo = c.rgb;
}
ENDCG
}
FallBack "Diffuse"
}

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