ict.lixian.three/Assets/AmplifyShaderEditor/Examples/URP/2D Fractal/SRP Universal 2D Fractal.sh...

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASESampleShaders/SRP Universal/2D Fractal"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_MaxIter("MaxIter", Int) = 0
_Threshold("Threshold", Float) = 0
_ZoomOffset("ZoomOffset", Float) = 2
_ZoomScale("ZoomScale", Float) = 3
_Center("Center", Vector) = (-0.412,0.609,0,0)
_ZoomBase("ZoomBase", Float) = 0.25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero , One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
float _ZoomBase;
float _ZoomScale;
float _ZoomOffset;
float2 _Center;
int _MaxIter;
float _Threshold;
CBUFFER_END
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float Mandlebrot3( float2 UV , int MaxIter , float Threshold )
{
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;
}
VertexOutput vert ( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.clipPos = positionCS;
return o;
}
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float saferPower25 = max( _ZoomBase , 0.0001 );
float2 uv04 = IN.ase_texcoord3.xy * float2( 2,2 ) + float2( -1,-1 );
float2 UV3 = ( ( pow( saferPower25 , (sin( _TimeParameters.x * 0.5 )*_ZoomScale + _ZoomOffset) ) * uv04 ) + _Center );
int MaxIter3 = _MaxIter;
float Threshold3 = _Threshold;
float localMandlebrot3 = Mandlebrot3( UV3 , MaxIter3 , Threshold3 );
float temp_output_38_0 = ( 1.0 - localMandlebrot3 );
float3 appendResult18 = (float3(( 0.9 - ( 0.9 * temp_output_38_0 ) ) , temp_output_38_0 , temp_output_38_0));
float3 break24 = appendResult18;
float3 hsvTorgb23 = HSVToRGB( float3(break24.x,break24.y,break24.z) );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = hsvTorgb23;
float Alpha = localMandlebrot3;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START( UnityPerMaterial )
float _ZoomBase;
float _ZoomScale;
float _ZoomOffset;
float2 _Center;
int _MaxIter;
float _Threshold;
CBUFFER_END
float Mandlebrot3( float2 UV , int MaxIter , float Threshold )
{
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;
}
float3 _LightDirection;
VertexOutput ShadowPassVertex( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = clipPos;
return o;
}
half4 ShadowPassFragment(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float saferPower25 = max( _ZoomBase , 0.0001 );
float2 uv04 = IN.ase_texcoord2.xy * float2( 2,2 ) + float2( -1,-1 );
float2 UV3 = ( ( pow( saferPower25 , (sin( _TimeParameters.x * 0.5 )*_ZoomScale + _ZoomOffset) ) * uv04 ) + _Center );
int MaxIter3 = _MaxIter;
float Threshold3 = _Threshold;
float localMandlebrot3 = Mandlebrot3( UV3 , MaxIter3 , Threshold3 );
float Alpha = localMandlebrot3;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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