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Shader "hidden/preview/Multiply_C3CB7BE2" |
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Shader "hidden/preview/Fractal_70AE3FBF" |
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[HideInInspector] [NonModifiableTextureData] [NoScaleOffset] Texture_FD0EDC2E("Texture", 2D) = "white" {} |
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void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA) |
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{ |
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RGBA = float4(R, G, B, A); |
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} |
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void Unity_Multiply_float(float4 first, float4 second, out float4 result) |
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{ |
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result = first * second; |
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} |
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void Unity_HSVToRGB_float(float3 hsv, out float3 rgb) |
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{ |
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//Reference code from:https://github.com/Unity-Technologies/PostProcessing/blob/master/PostProcessing/Resources/Shaders/ColorGrading.cginc#L175 |
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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float3 P = abs(frac(hsv.xxx + K.xyz) * 6.0 - K.www); |
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rgb = hsv.z * lerp(K.xxx, saturate(P - K.xxx), hsv.y); |
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} |
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void Unity_Multiply_float(float first, float second, out float result) |
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void Unity_Fractal_float(float2 uv, float2 pan, float zoom, float aspect, out float result) |
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result = first * second; |
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const int Iterations = 128; |
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float2 c = (uv - 0.5) * zoom * float2(1, aspect) - pan; |
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float2 v = 0; |
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for (int n = 0; n < Iterations && dot(v,v) < 4; n++) |
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{ |
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v = float2(v.x * v.x - v.y * v.y, v.x * v.y * 2) + c; |
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} |
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result = (dot(v, v) > 4) ? (float)n / (float)Iterations : 0; |
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} |
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struct GraphVertexInput |
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{ |
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half4 uv0; |
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}; |
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struct SurfaceDescription{ |
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float Multiply_C3CB7BE2_result; |
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float Fractal_70AE3FBF_result; |
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UNITY_DECLARE_TEX2D(Texture_FD0EDC2E); |
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float Combine_76C873_G; |
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float Combine_76C873_B; |
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float Combine_76C873_A; |
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float4 Property_23AD7FD4_UV; |
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float Multiply_C3CB7BE2_second; |
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float4 Fractal_70AE3FBF_uv; |
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float4 Fractal_70AE3FBF_pan; |
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float Fractal_70AE3FBF_zoom; |
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float Fractal_70AE3FBF_aspect; |
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float4 Combine_76C873_RGBA; |
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Unity_Combine_float(_Time.y, Combine_76C873_G, Combine_76C873_B, Combine_76C873_A, Combine_76C873_RGBA); |
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float4 Property_23AD7FD4_RGBA = UNITY_SAMPLE_TEX2D(Texture_FD0EDC2E,uv0.xy); |
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float Property_23AD7FD4_R = Property_23AD7FD4_RGBA.r; |
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float Property_23AD7FD4_G = Property_23AD7FD4_RGBA.g; |
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float Property_23AD7FD4_B = Property_23AD7FD4_RGBA.b; |
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float Property_23AD7FD4_A = Property_23AD7FD4_RGBA.a; |
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float4 Multiply_89C71AC1_result; |
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Unity_Multiply_float(Property_23AD7FD4_RGBA, Combine_76C873_RGBA, Multiply_89C71AC1_result); |
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float3 HSVtoRGB_AE8D0A0E_rgb; |
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Unity_HSVToRGB_float((Multiply_89C71AC1_result.xyz), HSVtoRGB_AE8D0A0E_rgb); |
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float Split_81BA869A_R = HSVtoRGB_AE8D0A0E_rgb[0]; |
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float Split_81BA869A_G = HSVtoRGB_AE8D0A0E_rgb[1]; |
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float Split_81BA869A_B = HSVtoRGB_AE8D0A0E_rgb[2]; |
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float Split_81BA869A_A = 1.0; |
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float Multiply_9164EC34_result; |
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Unity_Multiply_float(Split_81BA869A_R, Split_81BA869A_G, Multiply_9164EC34_result); |
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float Multiply_841C266E_result; |
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Unity_Multiply_float(Multiply_9164EC34_result, Split_81BA869A_B, Multiply_841C266E_result); |
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float Multiply_C3CB7BE2_result; |
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Unity_Multiply_float(Multiply_841C266E_result, Multiply_C3CB7BE2_second, Multiply_C3CB7BE2_result); |
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float Fractal_70AE3FBF_result; |
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Unity_Fractal_float(uv0, Fractal_70AE3FBF_pan, Fractal_70AE3FBF_zoom, Fractal_70AE3FBF_aspect, Fractal_70AE3FBF_result); |
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surface.Multiply_C3CB7BE2_result = Multiply_C3CB7BE2_result; |
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surface.Fractal_70AE3FBF_result = Fractal_70AE3FBF_result; |
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return surface; |
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} |
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ENDCG |
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SurfaceInputs surfaceInput = (SurfaceInputs)0;; |
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surfaceInput.uv0 =uv0; |
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SurfaceDescription surf = PopulateSurfaceData(surfaceInput); |
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return half4(surf.Multiply_C3CB7BE2_result, surf.Multiply_C3CB7BE2_result, surf.Multiply_C3CB7BE2_result, 1.0); |
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return half4(surf.Fractal_70AE3FBF_result, surf.Fractal_70AE3FBF_result, surf.Fractal_70AE3FBF_result, 1.0); |
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} |
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ENDCG |
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} |