Arbitrary Colors
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@ -153,18 +153,18 @@ MonoBehaviour:
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depth: 8
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mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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material: {fileID: 2100000, guid: 8f3914ac4291e664ba60ae208ae66460, type: 2}
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gradient:
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gradientA:
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serializedVersion: 2
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key0: {r: 1, g: 1, b: 1, a: 1}
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key1: {r: 1, g: 0, b: 0, a: 1}
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key2: {r: 0, g: 0, b: 0, a: 1}
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key2: {r: 0, g: 0, b: 0, a: 0}
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key3: {r: 0, g: 0, b: 0, a: 0}
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key4: {r: 0, g: 0, b: 0, a: 0}
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key5: {r: 0, g: 0, b: 0, a: 0}
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key6: {r: 0, g: 0, b: 0, a: 0}
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key7: {r: 0, g: 0, b: 0, a: 0}
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ctime0: 0
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ctime1: 39514
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ctime1: 32768
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ctime2: 65535
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ctime3: 0
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ctime4: 0
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@ -173,7 +173,36 @@ MonoBehaviour:
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ctime7: 0
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atime0: 0
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atime1: 65535
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atime2: 65535
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atime2: 0
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atime3: 0
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atime4: 0
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atime5: 0
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_NumColorKeys: 3
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m_NumAlphaKeys: 2
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gradientB:
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serializedVersion: 2
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key0: {r: 0, g: 0, b: 1, a: 1}
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key1: {r: 1, g: 1, b: 1, a: 1}
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key2: {r: 1, g: 1, b: 0, a: 0}
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key3: {r: 0, g: 0, b: 0, a: 0}
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key4: {r: 0, g: 0, b: 0, a: 0}
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key5: {r: 0, g: 0, b: 0, a: 0}
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key6: {r: 0, g: 0, b: 0, a: 0}
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key7: {r: 0, g: 0, b: 0, a: 0}
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ctime0: 0
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ctime1: 32768
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ctime2: 65535
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ctime3: 0
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ctime4: 0
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ctime5: 0
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ctime6: 0
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ctime7: 0
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atime0: 0
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atime1: 65535
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atime2: 0
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atime3: 0
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atime4: 0
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atime5: 0
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@ -3,6 +3,7 @@ using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using static Unity.Mathematics.math;
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using quaternion = Unity.Mathematics.quaternion;
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@ -62,7 +63,10 @@ public class Fractal : MonoBehaviour
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Material material = default;
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[SerializeField]
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Gradient gradient = default;
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Gradient gradientA = default;
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[SerializeField]
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Gradient gradientB = default;
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static float3[] directions =
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{
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@ -87,8 +91,12 @@ public class Fractal : MonoBehaviour
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ComputeBuffer[] matricesBuffers;
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static readonly int colorId = Shader.PropertyToID("_Color");
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Vector4[] sequenceNumbers;
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static readonly int colorAId = Shader.PropertyToID("_ColorA");
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static readonly int colorBId = Shader.PropertyToID("_ColorB");
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static readonly int matricesId = Shader.PropertyToID("_Matrices");
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static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
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static MaterialPropertyBlock propertyBlock;
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@ -97,12 +105,14 @@ public class Fractal : MonoBehaviour
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parts = new NativeArray<FractalPart>[depth];
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matrices = new NativeArray<float3x4>[depth];
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matricesBuffers = new ComputeBuffer[depth];
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sequenceNumbers = new Vector4[depth];
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int stride = 12 * 4;
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for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
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{
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parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
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matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
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matricesBuffers[i] = new ComputeBuffer(length, stride);
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sequenceNumbers[i] = new Vector4(Random.value, Random.value);
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}
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parts[0][0] = CreatePart(0);
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@ -135,6 +145,7 @@ public class Fractal : MonoBehaviour
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parts = null;
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matrices = null;
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matricesBuffers = null;
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sequenceNumbers = null;
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}
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void OnValidate()
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@ -181,8 +192,11 @@ public class Fractal : MonoBehaviour
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{
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ComputeBuffer buffer = matricesBuffers[i];
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buffer.SetData(matrices[i]);
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propertyBlock.SetColor(colorId, gradient.Evaluate(i / (matricesBuffers.Length - 1f)));
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float gradientInterpolator = i / (matricesBuffers.Length - 1f);
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propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
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propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
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propertyBlock.SetBuffer(matricesId, buffer);
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propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
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}
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}
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@ -2,6 +2,21 @@
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StructuredBuffer<float3x4> _Matrices;
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#endif
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float4 _ColorA, _ColorB;
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float2 _SequenceNumbers;
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float4 GetFractalColor () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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return lerp(
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_ColorA, _ColorB,
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frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
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);
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#else
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return _ColorA;
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#endif
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}
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float3x4 m = _Matrices[unity_InstanceID];
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@ -12,10 +27,12 @@ void ConfigureProcedural () {
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#endif
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}
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void ShaderGraphFunction_float (float3 In, out float3 Out) {
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void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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