forked from przemyslawzaworski/Unity3D-CG-programming
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmandelbulb.shader
203 lines (192 loc) · 5.36 KB
/
mandelbulb.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
//original source: https://www.shadertoy.com/view/MdXSWn
//Licence Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)
//translated from GLSL to HLSL by Przemyslaw Zaworski
//https://github.com/przemyslawzaworski/Unity3D-CG-programming
//Enable _isFullscreen for Graphics.Blit or disable for usage in a scene game object (like quad etc.)
Shader "Mandelbulb"
{
Properties
{
[Toggle] _isFullscreen("Is fullscreen?", Float) = 1
}
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 3.0
struct structure
{
float4 screen_vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
float _isFullscreen,stime, ctime;
float pixel_size = 0.0;
void ry(inout float3 p, float a)
{
float c,s;float3 q=p;
c = cos(a); s = sin(a);
p.x = c * q.x + s * q.z;
p.z = -s * q.x + c * q.z;
}
float3 mb(float3 p)
{
p.xyz = p.xzy;
float3 z = p;
float3 dz=float3(0,0,0);
float power = 8.0;
float r, theta, phi;
float dr = 1.0;
float t0 = 1.0;
for(int i = 0; i < 7; ++i)
{
r = length(z);
if(r > 2.0) continue;
theta = atan(z.y / z.x);
phi = asin(z.z / r);
dr = pow(r, power - 1.0) * dr * power + 1.0;
r = pow(r, power);
theta = theta * power;
phi = phi * power;
z = r * float3(cos(theta)*cos(phi),sin(theta)*cos(phi),sin(phi))+p;
t0 = min(t0, r);
}
return float3(0.5 * log(r) * r / dr, t0, 0.0);
}
float3 f(float3 p)
{
ry(p, _Time.g*0.2);
return mb(p);
}
float softshadow(float3 ro, float3 rd, float k )
{
float akuma=1.0,h=0.0;
float t = 0.01;
for(int i=0; i < 50; ++i)
{
h=f(ro+rd*t).x;
if(h<0.001)return 0.02;
akuma=min(akuma, k*h/t);
t+=clamp(h,0.01,2.0);
}
return akuma;
}
float3 nor( in float3 pos )
{
float3 eps = float3(0.001,0.0,0.0);
return normalize( float3(
f(pos+eps.xyy).x - f(pos-eps.xyy).x,
f(pos+eps.yxy).x - f(pos-eps.yxy).x,
f(pos+eps.yyx).x - f(pos-eps.yyx).x ) );
}
float3 intersect( in float3 ro, in float3 rd )
{
float t = 1.0;
float res_t = 0.0;
float res_d = 1000.0;
float3 c, res_c;
float max_error = 1000.0;
float d = 1.0;
float pd = 100.0;
float os = 0.0;
float step = 0.0;
float error = 1000.0;
for( int i=0; i<48; i++ )
{
if( error < pixel_size*0.5 || t > 20.0 )
{
}
else
{
c = f(ro + rd*t);
d = c.x;
if(d > os)
{
os = 0.4 * d*d/pd;
step = d + os;
pd = d;
}
else
{
step =-os; os = 0.0; pd = 100.0; d = 1.0;
}
error = d / t;
if(error < max_error)
{
max_error = error;
res_t = t;
res_c = c;
}
t += step;
}
}
if( t>20.0/* || max_error > pixel_size*/ ) res_t=-1.0;
return float3(res_t, res_c.y, res_c.z);
}
structure vertex_shader (float4 vertex:POSITION,float2 uv:TEXCOORD0)
{
structure vs;
vs.screen_vertex = UnityObjectToClipPos (vertex);
vs.uv=uv;
return vs;
}
float4 pixel_shader (structure ps ) : SV_TARGET
{
float2 resolution;
if (_isFullscreen)
resolution = _ScreenParams.xy;
else
resolution = float2(1024,1024);
float2 fragCoord = ps.uv*resolution;
float2 q=fragCoord.xy/resolution.xy;
float2 uv = -1.0 + 2.0*q;
uv.x*=resolution.x/resolution.y;
pixel_size = 1.0/(resolution.x * 3.0);
stime=0.7+0.3*sin(_Time.g*0.4);
ctime=0.7+0.3*cos(_Time.g*0.4);
float3 ta=float3(0.0,0.0,0.0);
float3 ro = float3(0.0, 3.*stime*ctime, 3.*(1.-stime*ctime));;
float3 cf = normalize(ta-ro);
float3 cs = normalize(cross(cf,float3(0.0,1.0,0.0)));
float3 cu = normalize(cross(cs,cf));
float3 rd = normalize(uv.x*cs + uv.y*cu + 3.0*cf);
float3 sundir = normalize(float3(0.1, 0.8, 0.6));
float3 sun = float3(1.64, 1.27, 0.99);
float3 skycolor = float3(0.6, 1.5, 1.0);
float3 bg = exp(uv.y-2.0)*float3(0.4, 1.6, 1.0);
float halo=clamp(dot(normalize(float3(-ro.x, -ro.y, -ro.z)), rd), 0.0, 1.0);
float3 col=bg+float3(1.0,0.8,0.4)*pow(halo,17.0);
float t=0.0;
float3 p=ro;
float3 res = intersect(ro, rd);
if(res.x > 0.0)
{
p = ro + res.x * rd;
float3 n=nor(p);
float shadow = softshadow(p, sundir, 10.0 );
float dif = max(0.0, dot(n, sundir));
float sky = 0.6 + 0.4 * max(0.0, dot(n, float3(0.0, 1.0, 0.0)));
float bac = max(0.3 + 0.7 * dot(float3(-sundir.x, -1.0, -sundir.z), n), 0.0);
float spe = max(0.0, pow(clamp(dot(sundir, reflect(rd, n)), 0.0, 1.0), 10.0));
float3 lin = 4.5 * sun * dif * shadow;
lin += 0.8 * bac * sun;
lin += 0.6 * sky * skycolor;
lin += 3.0 * spe;
res.y = pow(clamp(res.y, 0.0, 1.0), 0.55);
float3 tc0 = 0.5 + 0.5 * sin(3.0 + 4.2 * res.y + float3(0.0,0.5,1.0));
col = lin *float3(0.9, 0.8, 0.6) * 0.2 * tc0;
col=lerp(col,bg, 1.0-exp(-0.001*res.x*res.x));
}
col=pow(clamp(col,0.0,1.0),float3(0.45,0.45,0.45));
col=col*0.6+0.4*col*col*(3.0-2.0*col);
float w = dot(col, float3(0.33,0.33,0.33));
col=lerp(col, float3(w,w,w), -0.5);
col*=0.5+0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7);
return float4(col.xyz, 1.0);
}
ENDCG
}
}
}