Shader "Fractals/Coloring Techniques/Escape-Time"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Iter ("Iterations", Range(0, 250)) = 100
_Dividend ("Dividend", Range (0, 0.5)) = 15
_Zoom ("Zoom", Range (0.1, 1000)) = 0.65
_Position ("Offset", Vector) = (0.4, 0, 0, 0)
_Background ("Background", Color) = (0, 0.25, 1, 0)
_Origin ("Origin", Color) = (0, 0, 0, 0)
}
SubShader
{
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;
fixed _Dividend;
float2 _Position;
fixed4 _Background;
fixed4 _Origin;
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 c = float2(x0, y0);
int iteration = 0;
float l = 0;
while (IsBounded(z, 40) && iteration < _Iter)
{
l += log (cabs(2 * z));
z = cmul(z, z);
z += c;
iteration++;
}
l /= iteration;
if (l > 0)
return _Background;
float3 color = tanh(l >= 0 ?
float3(0, 0.7 * log(1 + l), log(1 + l)) :
3 * float3(_Origin.x-l, _Origin.y-l * 0.1, _Origin.z));
return float4(color + _Dividend, 1);
}
ENDCG
}
}
CustomEditor "FractalEditor"
}