Shader "CrispyPin/JuliaFractalDistorted" { Properties { [HideInInspector] _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaxIter ("Max iterations", int) = 100 _RotSpeed ("Rotation speed", float) = 0.2 _RadiusX ("Rotation radius X", Range(0, 2)) = 1 _RadiusY ("Rotation radius Y", Range(0, 2)) = 1 _Emission ("Emission", Range(0, 1)) = 0.2 } 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 _MainTex; struct Input { float2 uv_MainTex; float3 worldPos; }; 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) { 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" }