Compare commits
4 commits
e8ebac67fb
...
a17640b7cc
Author | SHA1 | Date | |
---|---|---|---|
a17640b7cc | |||
16ac2515e4 | |||
111f4a21af | |||
dce6916eb1 |
9 changed files with 176 additions and 171 deletions
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@ -847,7 +847,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!65 &1377711729
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -1550,7 +1550,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2044521647}
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m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
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m_LocalPosition: {x: -2.402, y: 0.506, z: 0.292}
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m_LocalPosition: {x: -2.402, y: 0.506, z: 0.196}
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m_LocalScale: {x: 0.125, y: 0.125, z: 0.125}
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||||
m_Children: []
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||||
m_Father: {fileID: 0}
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||||
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@ -1579,7 +1579,7 @@ GameObject:
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|||
m_Icon: {fileID: 0}
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||||
m_NavMeshLayer: 0
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||||
m_StaticEditorFlags: 0
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||||
m_IsActive: 0
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||||
m_IsActive: 1
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--- !u!114 &2129299479
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -5,7 +5,7 @@
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_LastFrame ("Texture", 2D) = "white" {}
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_GrowtCenter ("Growth fn center (mu)", Range(0, 1)) = 0.2
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_GrowthWidth ("Growth fn width (sigma / std deviation)", Range(0, 1)) = 0.07
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_Speed ("Speed factor", Range(0.001, 0.5)) = 0.1
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_Speed ("Speed factor", Range(0.3, 5)) = 1
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}
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SubShader
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{
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@ -74,8 +74,6 @@
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return exp(-((u-mu) * (u-mu)) / (2 * sigma * sigma)) * 2.0 - 1.0;
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}
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inline half value(float2 center, float x, float y) {
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return tex2D(_LastFrame, center + float2(x, y)).r;
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}
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@ -86,14 +84,14 @@
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const float resolution = 512.0;
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const float d = 1.0 / resolution;
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// Defines RADIUS Radius Kernel total_max
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// Defines RADIUS Kernel total_max
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#include "lenia_generated_kernel.cginc"
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float total = 0.0;
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[unroll(RADIUS)]
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for (int y = 0; y < Radius; y++) {
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for (int y = 0; y < RADIUS; y++) {
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[unroll(RADIUS)]
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for (int x = 1; x <= Radius; x++) {
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for (int x = 1; x <= RADIUS; x++) {
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const float xx = (float)x * d;
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const float yy = (float)y * d;
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total += value(i.uv, xx, yy) * Kernel[y][x-1];
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@ -102,23 +100,11 @@
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total += value(i.uv, yy, -xx) * Kernel[y][x-1];
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}
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}
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// */
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/*
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float total_max = 0;
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float total = 0;
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for (int x = -Radius; x <= Radius; x++) {
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for (int y = -Radius; y <= Radius; y++) {
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float dist = sqrt(x*x+y*y);
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float kval = kernel(dist);
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total_max += kval;
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total += value(i.uv, x*d, y*d) * kval;
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}
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}
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// */
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float old_state = value(i.uv, 0.0, 0.0) ;
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float count = total / total_max;
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float state = activation(count) * _Speed + old_state;
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const float step = _Speed * unity_DeltaTime.x;
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float state = activation(count) * step + old_state;
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state = clamp(state, 0, 1);
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// kernel visualization: lookup table (SLOW)
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@ -139,10 +125,10 @@
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// kernel visualisation: real size
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// float2 p = (i.uv - 0.5) * resolution;
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// float k = kernel(length(p)) * (max(abs(p.x), abs(p.y)) <= _Radius);
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// float k = kernel(length(p)) * (max(abs(p.x), abs(p.y)) <= RADIUS);
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// kernel visualisation: fill square
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// float k = kernel(length(i.uv - 0.5) * _Radius * 2);
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// float k = kernel(length(i.uv - 0.5) * RADIUS * 2);
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// float a = activation(i.uv.x);
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// float4 col = float4(state, k, a, 1);
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@ -1,5 +1,4 @@
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// generated by the rust program
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const int Radius = 20;
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#define RADIUS 20
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const half Kernel[21][20] = {
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{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, },
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@ -81,7 +81,7 @@ Material:
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- _Radius: 13
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _Speed: 0.1
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- _Speed: 2
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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@ -23,13 +23,14 @@
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _LastFrame;
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@ -38,9 +39,12 @@
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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@ -86,7 +90,7 @@
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if (t > 0.9) {
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return float4(0, 0, 0, 1);
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}
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t = t + 0.02;
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t += unity_DeltaTime.x * 4;
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return float4(t, t, t, 1);
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}
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@ -1,75 +1,81 @@
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Shader "CrispyPin/gol"
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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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}
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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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Properties
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{
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_LastFrame ("Texture", 2D) = "white" {}
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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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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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#include "UnityCG.cginc"
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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 appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _LastFrame;
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sampler2D _LastFrame;
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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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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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int state(half2 uv, half x, half y){
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return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
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}
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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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fixed4 frag (v2f i) : SV_Target
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{
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const half d = 1.0/256.0;
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int state(half2 uv, half x, half y){
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return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
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}
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int count = state(i.uv, -d, -d)+
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state(i.uv, 0, -d)+
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state(i.uv, d, -d)+
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state(i.uv, -d, 0)+
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state(i.uv, d, 0)+
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state(i.uv, -d, d)+
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state(i.uv, 0, d)+
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state(i.uv, d, d);
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half this = tex2D(_LastFrame, i.uv).r;
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half state;
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fixed4 frag (v2f i) : SV_Target
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{
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const half d = 1.0/256.0;
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if (this.r > 0){
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state = count > 1 && count < 4;
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// col = count > 0 && count < 6; // mazetric
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}
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else {
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state = count == 3;
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}
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int count = state(i.uv, -d, -d)+
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state(i.uv, 0, -d)+
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state(i.uv, d, -d)+
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state(i.uv, -d, 0)+
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state(i.uv, d, 0)+
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state(i.uv, -d, d)+
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state(i.uv, 0, d)+
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state(i.uv, d, d);
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half this = tex2D(_LastFrame, i.uv).r;
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half state;
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float4 col = float4(i.uv * state, 0.5 * state, 1);
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return col;
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}
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ENDCG
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}
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}
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if (this.r > 0){
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state = count > 1 && count < 4;
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// col = count > 0 && count < 6; // mazetric
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}
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else {
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state = count == 3;
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}
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float4 col = float4(i.uv * state, 0.5 * state, 1);
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return col;
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}
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ENDCG
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}
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}
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}
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@ -1,53 +1,58 @@
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Shader "Custom/UnlitWithColor"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Texture", 2D) = "white" {}
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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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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Texture", 2D) = "white" {}
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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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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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||||
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
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||||
};
|
||||
struct appdata
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||||
{
|
||||
float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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||||
|
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struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
|
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struct v2f
|
||||
{
|
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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||||
};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
|
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fixed4 _Color;
|
||||
|
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v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
|
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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||||
}
|
||||
v2f vert (appdata v)
|
||||
{
|
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v2f o;
|
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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fixed4 frag (v2f i) : SV_Target
|
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{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
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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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in a new issue