File:Distance Estimation.png
Summary
| Description |
English: Mandelbrot Set rendered with interior distance estimation |
| Date | |
| Source |
Own work 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"
}
|
| Author | JPBotelho |
Licensing
I, the copyright holder of this work, hereby publish it under the following license:
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.