File:Edge Detection.png

Summary

Description
English: Mandelbrot Set rendered using edge detection. See https://www.math.univ-toulouse.fr/~cheritat/wiki-draw/index.php/Mandelbrot_set
Date
Source

Own work

Shader "Fractals/Coloring Techniques/Edge Detection"
{
	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)

		_Thickness ("Dividend", Range(0.1, 20)) = 2000

		_Interior ("Interior", Color) = (1, 1, 1, 1)
		_Edge ("Edge", 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;
			float2 _Position;

			fixed _Thickness;

			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;
				
				int iteration = 0;

				float2 z = float2(x0, y0);
				float2 d = float2(1, 1); //Derivative in regards to Z
				float2 c = float2(x0, y0);

				while (IsBounded(z, 4) && iteration < _Iter)
				{
					if (cabs(z) < cabs(0.001 * cmul(_Thickness, d)))
					{
						return _Edge;
					}

					d = 2 * cmul(d, z);	

					z = cmul(z, z);
					z += c;					

					iteration++;
				}
				
				return _Interior;
			}		    
			ENDCG
		}
	}
	CustomEditor "FractalEditor"
}
Author JPBotelho

Licensing

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
Category:CC-BY-SA-4.0#Edge%20Detection.png
Category:Self-published work Category:Mandelbrot sets (whole) Category:Edge detection Category:Complex quadratic map Category:Images with HLSL source code
Category:CC-BY-SA-4.0 Category:Complex quadratic map Category:Edge detection Category:Images with HLSL source code Category:Mandelbrot sets (whole) Category:Self-published work