cvr-props/Assets/julia/julia_fractal_distorted.shader

74 lines
1.9 KiB
GLSL

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"
}