Shader "Fractals/Coloring Techniques/Interior Distance"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Iter ("Iterations", Range(0, 2500)) = 100
_Zoom ("Zoom", Range (0.1, 1000)) = .65
_Position ("Offset", Vector) = (0.4, 0, 0, 0)
_Epsilon ("Epsilon", Range (.001, 1)) = 0.1
_Dividend ("Dividend", Range(50, 7500)) = 2000
_Interior ("Interior", Color) = (1, 1, 1, 1)
_Edge ("Edge", Color) = (0, 0, 0, 0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Complex.cginc"
#include "FractalOperations.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
int _Iter;
fixed _Zoom;
float2 _Position;
float _Dividend;
fixed _Epsilon;
fixed4 _Interior;
fixed4 _Edge;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float x0 = (ClampScaleX(i.uv) + _Position.x) / _Zoom;
float y0 = (ClampScaleY(i.uv) + _Position.y) / _Zoom;
float2 z = float2(x0, y0);
float2 d = float2(1, 1);
float2 c = float2(x0, y0);
int iteration = 0;
while (IsBounded(z, 4) && iteration < _Iter)
{
if (cabs(d) < _Epsilon)
{
float4 color;
float percent = CalcPercent(1, _Iter, iteration);
return lerp(_Interior, _Edge*255, percent/_Dividend);
}
d = 2 * cmul(d, z);
z = cmul(z, z);
z += c;
iteration++;
}
return float4(0, 0, 0, 0);
}
ENDCG
}
}
CustomEditor "FractalEditor"
}