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41 行
1.1 KiB
41 行
1.1 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural/Fractal")]
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public class FractalNode : CodeFunctionNode
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{
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public FractalNode()
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{
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name = "Fractal";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Fractal", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Fractal(
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[Slot(0, Binding.MeshUV0)] Vector2 uv,
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[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector2 pan,
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[Slot(2, Binding.None, 3, 0, 0, 0)] Vector1 zoom,
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[Slot(3, Binding.None, 0.9f, 0, 0, 0)] Vector1 aspect,
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[Slot(4, Binding.None)] out Vector1 result)
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{
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return
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@"
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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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";
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}
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}
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}
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