458 lines
19 KiB
Plaintext
458 lines
19 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/SRP Universal/2D Fractal"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_MaxIter("MaxIter", Int) = 0
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_Threshold("Threshold", Float) = 0
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_ZoomOffset("ZoomOffset", Float) = 2
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_ZoomScale("ZoomScale", Float) = 3
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_Center("Center", Vector) = (-0.412,0.609,0,0)
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_ZoomBase("ZoomBase", Float) = 0.25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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HLSLINCLUDE
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#pragma target 3.0
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero , One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START( UnityPerMaterial )
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float _ZoomBase;
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float _ZoomScale;
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float _ZoomOffset;
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float2 _Center;
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int _MaxIter;
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float _Threshold;
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CBUFFER_END
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float3 HSVToRGB( float3 c )
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{
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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( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float Mandlebrot3( float2 UV , int MaxIter , float Threshold )
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{
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float2 r = UV;
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int step = 0;
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for (int i = 0; i < MaxIter; i++)
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{
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if (length(r) > Threshold)
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break;
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r = mul( float2x2(r.x,-r.y,r.y,r.x) , r) + UV;
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step++;
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}
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return (float)step/(float)MaxIter;
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}
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VertexOutput vert ( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_texcoord3.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord3.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = positionCS;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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#ifdef ASE_FOG
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o.fogFactor = ComputeFogFactor( positionCS.z );
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#endif
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o.clipPos = positionCS;
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return o;
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}
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half4 frag ( VertexOutput IN ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 WorldPosition = IN.worldPos;
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#endif
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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ShadowCoords = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
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#endif
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#endif
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float saferPower25 = max( _ZoomBase , 0.0001 );
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float2 uv04 = IN.ase_texcoord3.xy * float2( 2,2 ) + float2( -1,-1 );
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float2 UV3 = ( ( pow( saferPower25 , (sin( _TimeParameters.x * 0.5 )*_ZoomScale + _ZoomOffset) ) * uv04 ) + _Center );
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int MaxIter3 = _MaxIter;
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float Threshold3 = _Threshold;
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float localMandlebrot3 = Mandlebrot3( UV3 , MaxIter3 , Threshold3 );
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float temp_output_38_0 = ( 1.0 - localMandlebrot3 );
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float3 appendResult18 = (float3(( 0.9 - ( 0.9 * temp_output_38_0 ) ) , temp_output_38_0 , temp_output_38_0));
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float3 break24 = appendResult18;
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float3 hsvTorgb23 = HSVToRGB( float3(break24.x,break24.y,break24.z) );
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float3 BakedAlbedo = 0;
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float3 BakedEmission = 0;
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float3 Color = hsvTorgb23;
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float Alpha = localMandlebrot3;
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float AlphaClipThreshold = 0.5;
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#ifdef _ALPHATEST_ON
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clip( Alpha - AlphaClipThreshold );
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#endif
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#ifdef ASE_FOG
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Color = MixFog( Color, IN.fogFactor );
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
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#endif
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return half4( Color, Alpha );
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}
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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ZWrite On
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ZTest LEqual
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HLSLPROGRAM
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#pragma multi_compile_instancing
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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float4 ase_texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START( UnityPerMaterial )
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float _ZoomBase;
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float _ZoomScale;
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float _ZoomOffset;
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float2 _Center;
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int _MaxIter;
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float _Threshold;
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CBUFFER_END
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float Mandlebrot3( float2 UV , int MaxIter , float Threshold )
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{
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float2 r = UV;
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int step = 0;
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for (int i = 0; i < MaxIter; i++)
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{
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if (length(r) > Threshold)
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break;
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r = mul( float2x2(r.x,-r.y,r.y,r.x) , r) + UV;
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step++;
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}
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return (float)step/(float)MaxIter;
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}
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float3 _LightDirection;
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VertexOutput ShadowPassVertex( VertexInput v )
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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o.ase_texcoord2.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord2.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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#endif
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float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
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float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = clipPos;
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o.shadowCoord = GetShadowCoord( vertexInput );
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#endif
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o.clipPos = clipPos;
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return o;
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}
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half4 ShadowPassFragment(VertexOutput IN ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 WorldPosition = IN.worldPos;
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#endif
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float4 ShadowCoords = float4( 0, 0, 0, 0 );
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#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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ShadowCoords = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
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#endif
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#endif
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float saferPower25 = max( _ZoomBase , 0.0001 );
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float2 uv04 = IN.ase_texcoord2.xy * float2( 2,2 ) + float2( -1,-1 );
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float2 UV3 = ( ( pow( saferPower25 , (sin( _TimeParameters.x * 0.5 )*_ZoomScale + _ZoomOffset) ) * uv04 ) + _Center );
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int MaxIter3 = _MaxIter;
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float Threshold3 = _Threshold;
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float localMandlebrot3 = Mandlebrot3( UV3 , MaxIter3 , Threshold3 );
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float Alpha = localMandlebrot3;
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float AlphaClipThreshold = 0.5;
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#ifdef _ALPHATEST_ON
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clip(Alpha - AlphaClipThreshold);
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
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#endif
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return 0;
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}
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ENDHLSL
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}
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}
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CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
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Fallback "Hidden/InternalErrorShader"
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}
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/*ASEBEGIN
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Version=17803
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Node;AmplifyShaderEditor.CommentaryNode;39;-1200.375,-974.9979;Inherit;False;666.0259;385.254;Animating Zoom;6;16;25;31;26;7;9;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;41;-887.9313,-469.8014;Inherit;False;945.6219;589.0108;Calculating Fractal;9;43;42;3;5;12;6;13;8;4;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-1150.375,-758.6487;Float;False;Property;_ZoomScale;ZoomScale;3;0;Create;True;0;0;False;0;3;4;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SinTimeNode;7;-1141.701,-924.9979;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;16;-1148.969,-681.7601;Float;False;Property;_ZoomOffset;ZoomOffset;2;0;Create;True;0;0;False;0;2;1;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.Vector2Node;42;-850.629,-391.4146;Float;False;Constant;_Tiling;Tiling;6;0;Create;True;0;0;False;0;2,2;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.Vector2Node;43;-848.379,-251.4149;Float;False;Constant;_Offset;Offset;6;0;Create;True;0;0;False;0;-1,-1;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.ScaleAndOffsetNode;31;-904.4308,-792.9454;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;26;-886.5097,-900.7584;Float;False;Property;_ZoomBase;ZoomBase;5;0;Create;True;0;0;False;0;0.25;0.2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.PowerNode;25;-687.3093,-874.158;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-430.1088,-417.2908;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.Vector2Node;13;-606.1089,-241.2908;Float;False;Property;_Center;Center;4;0;Create;True;0;0;False;0;-0.412,0.609;-0.766,-0.1009;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.RangedFloatNode;6;-382.1088,14.70922;Float;False;Property;_Threshold;Threshold;1;0;Create;True;0;0;False;0;0;2;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.IntNode;5;-424.6088,-84.29077;Float;False;Property;_MaxIter;MaxIter;0;0;Create;True;0;0;False;0;0;250;0;1;INT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;12;-268.6803,-350.8014;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.CommentaryNode;40;102.3927,-356.119;Inherit;False;1269.819;382;Coloring the Fractal;8;38;22;24;23;20;18;19;21;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CustomExpressionNode;3;-175.3088,-193.0908;Float;False;float2 r = UV@$int step = 0@$for (int i = 0@ i < MaxIter@ i++) ${$ if (length(r) > Threshold) $ break@$ $ r = mul( float2x2(r.x,-r.y,r.y,r.x) , r) + UV@$ step++@$}$return (float)step/(float)MaxIter@;1;False;3;True;UV;FLOAT2;0,0;In;;Float;False;True;MaxIter;INT;0;In;;Float;False;True;Threshold;FLOAT;0;In;;Float;False;Mandlebrot;True;False;0;3;0;FLOAT2;0,0;False;1;INT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;38;152.3927,-92.86803;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;21;161.1993,-257.6866;Float;False;Constant;_HueScale;HueScale;2;0;Create;True;0;0;False;0;0.9;2.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;329.2115,-210.1189;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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ASEEND*/
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//CHKSM=749D7904A5170463621C743F72826BAABDD5BA76 |