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84 行
2.5 KiB
84 行
2.5 KiB
Shader "hidden/preview/Fractal_70AE3FBF"
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{
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Properties
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{
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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void Unity_Fractal_float(float2 uv, float2 pan, float zoom, float aspect, out float result)
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{
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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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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord0 : TEXCOORD0;
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float4 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct SurfaceInputs{
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half4 uv0;
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};
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struct SurfaceDescription{
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float Fractal_70AE3FBF_result;
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};
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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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GraphVertexInput PopulateVertexData(GraphVertexInput v){
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return v;
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}
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SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
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half4 uv0 = IN.uv0;
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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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SurfaceDescription surface = (SurfaceDescription)0;
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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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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct GraphVertexOutput
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{
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float4 position : POSITION;
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half4 uv0 : TEXCOORD;
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};
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GraphVertexOutput vert (GraphVertexInput v)
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{
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v = PopulateVertexData(v);
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GraphVertexOutput o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.uv0 = v.texcoord0;
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return o;
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}
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fixed4 frag (GraphVertexOutput IN) : SV_Target
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{
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float4 uv0 = IN.uv0;
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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.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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}
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}
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}
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