73 lines
1.8 KiB
GLSL
73 lines
1.8 KiB
GLSL
Shader "CrispyPin/JuliaFractal"
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{
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Properties
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{
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[HideInInspector]
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_MaxIter ("Max iterations", int) = 100
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_RotSpeed ("Rotation speed", float) = 0.2
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_RadiusX ("Rotation radius X", Range(0, 2)) = 1
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_RadiusY ("Rotation radius Y", Range(0, 2)) = 1
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_Emission ("Emission", Range(0, 1)) = 0.2
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull off
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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half _RadiusX;
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half _RadiusY;
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half _Emission;
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float _RotSpeed;
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int _MaxIter;
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// // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// // #pragma instancing_options assumeuniformscaling
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// UNITY_INSTANCING_BUFFER_START(Props)
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// // put more per-instance properties here
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// UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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float2 pos = IN.uv_MainTex * 4 - 2;
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float angle = _Time.y * _RotSpeed;
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float2 offset = float2(sin(angle) * _RadiusX, cos(angle) * _RadiusY);
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int i = 0;
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while (pos.x * pos.x + pos.y * pos.y < 4 && i < _MaxIter)
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{
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float temp_x = pos.x * pos.x - pos.y * pos.y;
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pos.y = 2 * pos.x * pos.y + offset.y;
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pos.x = temp_x + offset.x;
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i++;
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}
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fixed3 col =
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min(
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pow(
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fixed3(5, 2, 11) * i / (float)_MaxIter
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, 2)
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, 1);
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o.Albedo = col;
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o.Emission = col * _Emission;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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