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4 commits

Author SHA1 Message Date
a17640b7cc wireworld, lenia: fix time scale 2023-06-25 18:53:48 +02:00
16ac2515e4 wireworld: normalize time 2023-06-25 18:33:47 +02:00
111f4a21af lenia: normalize time 2023-06-25 18:33:37 +02:00
dce6916eb1 update shaders for spi support 2023-06-25 18:08:22 +02:00
9 changed files with 176 additions and 171 deletions

View file

@ -847,7 +847,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!65 &1377711729
BoxCollider:
m_ObjectHideFlags: 0
@ -1550,7 +1550,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2044521647}
m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
m_LocalPosition: {x: -2.402, y: 0.506, z: 0.292}
m_LocalPosition: {x: -2.402, y: 0.506, z: 0.196}
m_LocalScale: {x: 0.125, y: 0.125, z: 0.125}
m_Children: []
m_Father: {fileID: 0}
@ -1579,7 +1579,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!114 &2129299479
MonoBehaviour:
m_ObjectHideFlags: 0

View file

@ -5,7 +5,7 @@
_LastFrame ("Texture", 2D) = "white" {}
_GrowtCenter ("Growth fn center (mu)", Range(0, 1)) = 0.2
_GrowthWidth ("Growth fn width (sigma / std deviation)", Range(0, 1)) = 0.07
_Speed ("Speed factor", Range(0.001, 0.5)) = 0.1
_Speed ("Speed factor", Range(0.3, 5)) = 1
}
SubShader
{
@ -74,8 +74,6 @@
return exp(-((u-mu) * (u-mu)) / (2 * sigma * sigma)) * 2.0 - 1.0;
}
inline half value(float2 center, float x, float y) {
return tex2D(_LastFrame, center + float2(x, y)).r;
}
@ -86,14 +84,14 @@
const float resolution = 512.0;
const float d = 1.0 / resolution;
// Defines RADIUS Radius Kernel total_max
// Defines RADIUS Kernel total_max
#include "lenia_generated_kernel.cginc"
float total = 0.0;
[unroll(RADIUS)]
for (int y = 0; y < Radius; y++) {
for (int y = 0; y < RADIUS; y++) {
[unroll(RADIUS)]
for (int x = 1; x <= Radius; x++) {
for (int x = 1; x <= RADIUS; x++) {
const float xx = (float)x * d;
const float yy = (float)y * d;
total += value(i.uv, xx, yy) * Kernel[y][x-1];
@ -102,23 +100,11 @@
total += value(i.uv, yy, -xx) * Kernel[y][x-1];
}
}
// */
/*
float total_max = 0;
float total = 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;
const float step = _Speed * unity_DeltaTime.x;
float state = activation(count) * step + old_state;
state = clamp(state, 0, 1);
// kernel visualization: lookup table (SLOW)
@ -139,10 +125,10 @@
// kernel visualisation: real size
// float2 p = (i.uv - 0.5) * resolution;
// float k = kernel(length(p)) * (max(abs(p.x), abs(p.y)) <= _Radius);
// float k = kernel(length(p)) * (max(abs(p.x), abs(p.y)) <= RADIUS);
// kernel visualisation: fill square
// float k = kernel(length(i.uv - 0.5) * _Radius * 2);
// float k = kernel(length(i.uv - 0.5) * RADIUS * 2);
// float a = activation(i.uv.x);
// float4 col = float4(state, k, a, 1);

View file

@ -1,5 +1,4 @@
// generated by the rust program
const int Radius = 20;
#define RADIUS 20
const half Kernel[21][20] = {
{0.00, 0.04, 0.10, 0.20, 0.38, 0.60, 0.80, 0.96, 0.98, 0.88, 0.68, 0.46, 0.26, 0.12, 0.06, 0.02, 0.00, 0.00, 0.00, 0.00, },

View file

@ -81,7 +81,7 @@ Material:
- _Radius: 13
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _Speed: 0.1
- _Speed: 2
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1

View file

@ -23,13 +23,14 @@
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _LastFrame;
@ -38,9 +39,12 @@
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
@ -86,7 +90,7 @@
if (t > 0.9) {
return float4(0, 0, 0, 1);
}
t = t + 0.02;
t += unity_DeltaTime.x * 4;
return float4(t, t, t, 1);
}

View file

@ -1,75 +1,81 @@
Shader "CrispyPin/gol"
{
Properties
{
_LastFrame ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Properties
{
_LastFrame ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _LastFrame;
sampler2D _LastFrame;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
int state(half2 uv, half x, half y){
return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
}
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
const half d = 1.0/256.0;
int state(half2 uv, half x, half y){
return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
}
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;
fixed4 frag (v2f i) : SV_Target
{
const half d = 1.0/256.0;
if (this.r > 0){
state = count > 1 && count < 4;
// col = count > 0 && count < 6; // mazetric
}
else {
state = count == 3;
}
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;
float4 col = float4(i.uv * state, 0.5 * state, 1);
return col;
}
ENDCG
}
}
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);
return col;
}
ENDCG
}
}
}

View file

@ -1,53 +1,58 @@
Shader "Custom/UnlitWithColor"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col * _Color;
}
ENDCG
}
}
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color;
}
ENDCG
}
}
}

View file

@ -1,45 +1,51 @@
Shader "CrispyPin/uninit"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
col.a = 0.5f;
return col;
}
ENDCG
}
}
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
col.a = 0.5f;
return col;
}
ENDCG
}
}
}

View file

@ -15,7 +15,6 @@ fn main() {
let mut total_max = 0.0;
println!("// generated by the rust program");
println!("const int Radius = {};", radius);
println!("#define RADIUS {}", radius);
println!("const half Kernel[{}][{}] = {{", radius + 1, radius);
for y in 0..=radius {