// http://www.iquilezles.org/apps/shadertoy/ Shader Toy
Shader "Mandelbrot" {
Properties {
_TimeSpeed ("Time Speed", Float) = 1
_X ("Scale X", Float) = 0.5
_Y ("Scale Y", Float) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert
#pragma target 3.0
float _X;
float _Y;
float _TimeSpeed;
sampler2D tex0;
sampler2D tex1;
struct Input {
float2 uv_MainTex;
float t;
};
void vert (inout appdata_full v, out Input o) {
o.t=_Time.y*_TimeSpeed;
}
void surf (Input IN, inout SurfaceOutput o) {
float2 p = -1.0 + 2.0 * IN.uv_MainTex.xy / half2(_X,_Y);
p.x *= _X/_Y;
float zoo = .62+.38*sin(.1*IN.t);
float coa = cos( 0.1*(1.0-zoo)*IN.t );
float sia = sin( 0.1*(1.0-zoo)*IN.t );
zoo = pow( zoo,8.0);
float2 xy = float2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
float2 cc = float2(-.745,.186) + xy*zoo;
float2 z = float2(0.0);
float2 z2 = z*z;
float m2;
float co = 0.0;
for( int i=0; i<24; i++ ) //Хотелось бы 256
{
z = cc + float2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
m2 = dot(z,z);
if( m2>1024.0 ) break;
co += 1.0;
}
co = co + 1.0 - log2(.5*log2(m2));
co = sqrt(co/256.0);
half4 FragColor = half4( .5+.5*cos(6.2831*co+0.0),
.5+.5*cos(6.2831*co+0.4),
.5+.5*cos(6.2831*co+0.7),
1.0 );
o.Albedo = FragColor.rgb;
o.Alpha = FragColor.a;
}
ENDCG
}
FallBack "Diffuse"
}