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@andybak
Last active August 12, 2020 10:12
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//Moebius transformations in 3d, by reverse stereographic projection to the 3-sphere,
//rotation in 4d space, and projection back.
//by Daniel Piker 09/08/20
//Feel free to use, adapt and reshare. I'd appreciate a mention if you post something using this.
//You can also now find this transformation as a component in Grasshopper/Rhino
//I first wrote about these transformations here:
//https://spacesymmetrystructure.wordpress.com/2008/12/11/4-dimensional-rotations/
Shader "Custom/Moebius"
{
Properties
{
_Amount ("Amount", Range(-6.283,6.283)) = 0
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Saturation ("Saturation", Range(0,4)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float _Amount;
struct Input
{
float2 uv_MainTex;
float3 vertexColor;
};
// Surface shader vertex function
// appdata_full contains also vertices' color
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
float3 Pt = v.vertex.xyz;
float xa = Pt.x;
float ya = Pt.y;
float za = Pt.z;
float p = 0.0; //set to the same as q for isoclinic rotations
float q = 1.0;
//reverse stereographic projection to hypersphere
float xb = 2 * xa / (1 + xa * xa + ya * ya + za * za);
float yb = 2 * ya / (1 + xa * xa + ya * ya + za * za);
float zb = 2 * za / (1 + xa * xa + ya * ya + za * za);
float wb = (-1 + xa * xa + ya * ya + za * za) / (1 + xa * xa + ya * ya + za * za);
//rotate hypersphere by amount t
float xc = xb * cos(p*_Amount) + yb * sin(p*_Amount);
float yc = (-1.0 * xb) * sin(p*_Amount) + yb * cos(p*_Amount);
float zc = zb * cos(q*_Amount) - wb * sin(q*_Amount);
float wc = zb * sin(q*_Amount) + wb * cos(q*_Amount);
//project stereographically back to flat 3D
float xd = xc / (1 - wc);
float yd = yc / (1 - wc);
float zd = zc / (1 - wc);
//the transformed point
v.vertex.xyz = float3(xd, yd, zd);
o.vertexColor = v.color;
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Saturation;
// Convert image to grayscale, according to FCC standards.
float Bw(float3 col)
{
return float(col.r * 0.299 + col.g * 0.587 + col.b * 0.114);
}
float3 Saturation(float3 col)
{
return lerp(Bw(col.rgb), col.rgb, _Saturation);
}
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
// Surface program
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float3 vertexColor = Saturation(IN.vertexColor);
c.rgb *= vertexColor;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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