// TEAM-UNITY/GHRField.shader - Quaternion field rendering Shader "Quantarion/GHRField" { Properties { _Phi43 ("φ⁴³ Convergence", Range(0,1)) = 0.998 _GHRNorm ("GHR Gradient Norm", Range(0,5)) = 1.0 } CGPROGRAM float4 frag(v2f i) : SV_Target { // Quaternion field → HSV color float4 q_field = tex2D(_GHRField, i.uv); float conv = lerp(0.5, 1.0, _Phi43); return float4(q_field.rgb * conv * _GHRNorm, 1.0); } ENDCG }