Shader "CrispyPin/elementary_ca" { Properties { [NoScaleOffset] _LastFrame ("Render texture", 2D) = "white" {} _Rule("Rule", Int) = 110 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #define WIDTH 256 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; texture2D _LastFrame; int _Rule; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } inline int state(uint2 p, int dx, int dy) { const uint x = (p.x + dx) % WIDTH; const uint y = (p.y + dy) % WIDTH; return _LastFrame[uint2(x, y)].b > 0; } float3 frag (v2f i) : SV_Target { if(_ProjectionParams.z > 1) discard; const uint2 p = i.uv * WIDTH; if (p.y == WIDTH-1) { return state(p, 0, 0); } int permutation = (state(p, -1, 1)<<2) | (state(p, 0, 1)<<1) | state(p, 1, 1); float next = (_Rule >> permutation) & 1; return float3(i.uv * next, next * (_SinTime.y * 0.4 + 0.6)); // return next; } ENDCG } } }