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7
Commits
| Author | SHA1 | Date | |
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e4e47eed21 | ||
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ba45c55d48 | ||
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63adbfedb8 | ||
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7d8cdb8d6e |
No files matched your search
Executable
+8
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+30
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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serializedVersion: 3
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m_Floats:
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- _Iter: 2.86
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@@ -0,0 +1,134 @@
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// https://www.shadertoy.com/view/wltSWn
|
||||
Shader "Custom/Codebase Lightning"
|
||||
{
|
||||
|
||||
Properties
|
||||
{
|
||||
_Iter("Lines Iterations",Range(1,10)) = 2
|
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}
|
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|
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SubShader
|
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{
|
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "PreviewType"="Skybox" }
|
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|
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Pass
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{
|
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
|
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|
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CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
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|
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struct VertexInput
|
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{
|
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fixed4 vertex : POSITION;
|
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fixed2 uv:TEXCOORD0;
|
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};
|
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|
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struct VertexOutput
|
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{
|
||||
fixed4 pos : SV_POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed _Iter;
|
||||
|
||||
fixed2 hash (in fixed2 p)
|
||||
{
|
||||
p = fixed2 (dot (p, fixed2 (127.1, 311.7)), dot (p, fixed2 (269.5, 183.3)));
|
||||
|
||||
return -1. + 2.*frac (sin (p)*43758.5453123);
|
||||
}
|
||||
|
||||
fixed noise (in fixed2 p)
|
||||
{
|
||||
const fixed K1 = .366025404;
|
||||
const fixed K2 = .211324865;
|
||||
|
||||
fixed2 i = floor (p + (p.x + p.y)*K1);
|
||||
|
||||
fixed2 a = p - i + (i.x + i.y)*K2;
|
||||
fixed2 o = step (a.yx, a.xy);
|
||||
fixed2 b = a - o + K2;
|
||||
fixed2 c = a - 1. + 2.*K2;
|
||||
|
||||
fixed3 h = max (.5 - fixed3 (dot (a, a), dot (b, b), dot (c, c) ), .0);
|
||||
|
||||
fixed3 n = h*h*h*h*fixed3 (dot (a, hash (i + .0)),
|
||||
dot (b, hash (i + o)),
|
||||
dot (c, hash (i + 1.)));
|
||||
|
||||
return dot (n, fixed3 (70.,70.0,70.0));
|
||||
}
|
||||
|
||||
fixed fbm(fixed2 pos, fixed tm)
|
||||
{
|
||||
fixed2 offset = fixed2(cos(tm), 0.0);
|
||||
fixed aggr = 0.0;
|
||||
|
||||
aggr += noise(pos);
|
||||
aggr += noise(pos + offset) * 0.5;
|
||||
aggr += noise(pos + offset.yx) * 0.25;
|
||||
aggr += noise(pos - offset) * 0.125;
|
||||
aggr += noise(pos - offset.yx) * 0.0625;
|
||||
|
||||
aggr /= 1.0 + 0.5 + 0.25 + 0.125 + 0.0625;
|
||||
|
||||
return (aggr * 0.5) + 0.5;
|
||||
}
|
||||
|
||||
fixed3 lightning(fixed2 pos, fixed offset)
|
||||
{
|
||||
fixed3 col = fixed3(0.0,0.0,0.0);
|
||||
fixed2 f = fixed2(0.0, -_Time.y * 0.5 );
|
||||
|
||||
for (int i = 0; i < _Iter; i++)
|
||||
{
|
||||
fixed time = _Time.y +fixed(i);
|
||||
fixed d1 = abs(offset * 0.03 / (0.0 + offset - fbm((pos + f) * 3.0, time)));
|
||||
fixed d2 = abs(offset * 0.03 / (0.0 + offset - fbm((pos + f) * 2.0, 0.9 * time + 10.0)));
|
||||
col += fixed3(d1 * fixed3(0.1, 0.3, 0.8));
|
||||
col += fixed3(d2 * fixed3(0.7, 0.3, 0.5));
|
||||
}
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
/*fixed distanceCodebaseAlpha(fixed2 pos)
|
||||
{
|
||||
return length(pos) -0.25;
|
||||
}*/
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
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{
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VertexOutput o;
|
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o.pos = UnityObjectToClipPos (v.vertex);
|
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o.uv = v.uv;
|
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return o;
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}
|
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|
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fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
fixed2 uv = (i.uv -0.5);
|
||||
|
||||
fixed dist = length(uv) - 0.25;
|
||||
//fixed dist = distanceCodebaseAlpha(uv);
|
||||
|
||||
fixed3 n = lightning(uv, dist + 0.4);
|
||||
fixed3 col = fixed3(0.0,0.0,0.0);
|
||||
|
||||
col += n;
|
||||
col += 0.5 * smoothstep(0.01, -0.01, dist) * sqrt(smoothstep(0.25, -0.5, dist));
|
||||
col += 0.25 * smoothstep(0.1, 0.0, dist);
|
||||
|
||||
return fixed4(col, 1.0);
|
||||
}
|
||||
|
||||
ENDCG
|
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}
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}
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}
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userData:
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@@ -0,0 +1,23 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Color waves
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m_Shader: {fileID: 4800000, guid: e44dbf4f347356d4fbc403fd8d260c63, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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fileFormatVersion: 2
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@@ -0,0 +1,87 @@
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// https://www.shadertoy.com/view/tl33Wj
|
||||
Shader "Custom/Color waves"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
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{
|
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
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};
|
||||
|
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struct VertexOutput
|
||||
{
|
||||
fixed4 pos : SV_POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
#define time _Time.y
|
||||
|
||||
fixed cube(fixed3 p, fixed3 s)
|
||||
{
|
||||
fixed v = 0.78;
|
||||
p.xy = mul(p.xy, fixed2x2(cos(v),-sin(v),sin(v),cos(v)) );
|
||||
fixed3 q = frac(p)*2.0 -1.0;
|
||||
return length(max(abs(q)-s,0.0));
|
||||
}
|
||||
|
||||
fixed trace(fixed3 o, fixed3 r)
|
||||
{
|
||||
fixed t =0.0;
|
||||
[unroll(100)]
|
||||
for(int i = 0; i < 100;i++)
|
||||
{
|
||||
fixed3 p = o+r*t;
|
||||
fixed d = cube(p-fixed3(-2,0.5,0),fixed3(0.01,0.05,3));
|
||||
t += d * 0.25;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
fixed2 uv = fixed2(i.uv.x/1,i.uv.y/1);
|
||||
uv -= 0.5;
|
||||
uv /= fixed2(1/1,1.0);
|
||||
uv.y *= (sin(5.0*uv.y+ time)*0.5+0.5)/5.0;
|
||||
fixed3 r = normalize(fixed3(uv,1.0));
|
||||
r.xy = mul(r.xy, fixed2x2(cos(0.79),-sin(0.79),sin(0.79),cos(0.79)) );
|
||||
fixed3 o = fixed3(-0.75,0,0);
|
||||
fixed t = trace(o,r);
|
||||
|
||||
fixed3 col = 0.5 + 0.5*cos(_Time.y+uv.xyx+fixed3(0,2,4));
|
||||
fixed fog = 1.0/(1.0+t*t*0.01);
|
||||
|
||||
return fixed4(fixed3(fog*col),1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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@@ -0,0 +1,9 @@
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userData:
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assetBundleVariant:
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@@ -0,0 +1,34 @@
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||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
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||||
Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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||||
m_Name: Colourful Waves
|
||||
m_Shader: {fileID: 4800000, guid: 9e4205ddab3131d49bfba79f9996742c, type: 3}
|
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m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs: []
|
||||
m_Floats:
|
||||
- _ColorModifierA: 0
|
||||
- _ColorModifierB: 0.592
|
||||
- _ColorModifierX: 0.12
|
||||
- _ColorModifierY: 1
|
||||
- _Speed: 0.336
|
||||
- _WaveSpeed: 0.3
|
||||
- _WavesNumber: 12
|
||||
m_Colors:
|
||||
- _ColorPaletteA: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
- _ColorPaletteB: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
- _ColorPaletteC: {r: 2, g: 1, b: 0, a: 1}
|
||||
- _ColorPaletteD: {r: 0.5, g: 0.2, b: 0.25, a: 1}
|
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@@ -0,0 +1,118 @@
|
||||
//https://www.shadertoy.com/view/ttVGDh
|
||||
Shader "Custom/Colourful Waves"
|
||||
{
|
||||
|
||||
Properties
|
||||
{
|
||||
_Speed("Color Speed" ,Range(0.0,1.0)) = 0.02
|
||||
_WaveSpeed("Wave Speed" ,Range(-1.0,1.0)) = 0.1
|
||||
_WavesNumber("Waves number" ,Range(0.1,20.0)) = 8.0
|
||||
|
||||
_ColorModifierX("Color modifier X",Range(0.0,2.0)) = 0.12
|
||||
_ColorModifierY("Color modifier Y",Range(0.0,2.0)) = 0.2
|
||||
|
||||
_ColorPaletteA("Color Palette A", Color) = (0.5, 0.5, 0.5)
|
||||
_ColorPaletteB("Color Palette B", Color) = (0.5, 0.5, 0.5)
|
||||
_ColorPaletteC("Color Palette C", Color) = (2., 1., 0.)
|
||||
_ColorPaletteD("Color Palette D", Color) = (0.5, 0.2, 0.25)
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
fixed4 pos : SV_POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed _Speed;
|
||||
fixed _WaveSpeed;
|
||||
int _WavesNumber;
|
||||
|
||||
fixed _ColorModifierX;
|
||||
fixed _ColorModifierY;
|
||||
|
||||
fixed3 _ColorPaletteA;
|
||||
fixed3 _ColorPaletteB;
|
||||
fixed3 _ColorPaletteC;
|
||||
fixed3 _ColorPaletteD;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
fixed wavePosition(fixed2 uv, fixed i)
|
||||
{
|
||||
return sin((uv.x + i * 8.456) * (sin(_Time.y * _WaveSpeed + 7.539 + i * 0.139) + 2.) * 0.5) * 0.65
|
||||
+ sin(uv.x * (sin(_Time.y * _WaveSpeed + i * 0.2) + 2.) * 0.3) * 0.3
|
||||
- (i - _WavesNumber / 2.) * 2. - uv.y;
|
||||
}
|
||||
|
||||
// http://iquilezles.org/www/articles/palettes/palettes.htm
|
||||
fixed3 colorPalette(fixed t, fixed3 a, fixed3 b, fixed3 c, fixed3 d)
|
||||
{
|
||||
return a + b * cos(PI * 2. * (c * t + d));
|
||||
}
|
||||
|
||||
fixed3 color(fixed x)
|
||||
{
|
||||
return colorPalette(x, _ColorPaletteA, _ColorPaletteB, _ColorPaletteC, _ColorPaletteD);
|
||||
}
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
|
||||
fixed4 fragColor = 0;
|
||||
fixed2 uv = i.uv;
|
||||
|
||||
fixed2 waveUv = (2.0 * i.uv - 1) / 1 * (_WavesNumber - 1.);
|
||||
|
||||
fixed aa = _WavesNumber * 2. / _ScreenParams.y;
|
||||
|
||||
for (fixed i = 0.; i < _WavesNumber; i++)
|
||||
{
|
||||
fixed waveTop = wavePosition(waveUv, i);
|
||||
fixed waveBottom = wavePosition(waveUv, i + 1.);
|
||||
|
||||
fixed3 col = color(i * _ColorModifierX + uv.x * _ColorModifierY + _Time.y * _Speed);
|
||||
|
||||
col += smoothstep(0.3, 0., waveTop) * 0.05;
|
||||
col += (1. - abs(0.5 - smoothstep(waveTop, waveBottom, 0.))) * 0.06;
|
||||
col += smoothstep(-0.3, 0., waveBottom) * -0.05;
|
||||
|
||||
fragColor.xyz = lerp(fragColor.xyz, col, smoothstep(0., aa, waveTop));
|
||||
|
||||
}
|
||||
fragColor.w = 1.0;
|
||||
return fragColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
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fixed _Scale;
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fixed3 _Color;
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v2f vert (appdata v)
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{
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fixed4 frag (v2f i) : SV_Target
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{
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fixed2 uv = (_Scale * i.uv );
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fixed time = _Time.y * _Speed;
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for(float i = 1.0; i < 8.0; i++)
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{
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}
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fixed3 col;
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col.r = uv.y - _Color.x;
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col.g = uv.y + _Color.y;
|
||||
col.b = uv.y + _Color.z;
|
||||
|
||||
return fixed4(col,1.0);
|
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}
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ENDCG
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}
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{
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Properties
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{
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{
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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fixed _Speed;
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fixed _Size;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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fixed3 hsv2rgb (fixed3 hsv)
|
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{
|
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hsv.yz = clamp (hsv.yz, 0.0, 1.0);
|
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|
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}
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fixed rand (fixed2 seed)
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||||
{
|
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return frac(sin (dot (seed, fixed2(12.9898, 78.233))) * 137.5453);
|
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col;
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fixed2 frag = (2.0 * i.uv- _ScreenParams.xy);
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frag *= 1.0 - 0.2 * cos (frag.yx) * sin (3.14159 );
|
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frag *= _Size;
|
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fixed random = rand (floor (frag));
|
||||
fixed2 black = smoothstep (1.0, 0.8, cos (frag * 3.14159 * 2.0));
|
||||
fixed3 color = hsv2rgb (fixed3(random, 1.0, 1.0));
|
||||
color *= black.x * black.y * smoothstep (1.0, 0.0, length (frac(frag) - 0.5));
|
||||
color *= 0.5 + 0.5 * cos(random + random * _Time.y*_Speed + _Time.y*_Speed + 3.14159 );
|
||||
col = fixed4 (color, 1.0);
|
||||
|
||||
return col;
|
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}
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ENDCG
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}
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}
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// https://www.shadertoy.com/view/wty3DG
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{
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Properties
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{
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_Speed("Speed",Range(0.01,5.0))= 0.1
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struct appdata
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{
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float4 vertex : POSITION;
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed _Speed;
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fixed _ScaleX;
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fixed _ScaleY;
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v2f vert (appdata v)
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{
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{
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|
||||
}
|
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|
||||
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|
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|
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return fixed4(color,1.0);
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ENDCG
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|
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|
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{
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||||
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Properties
|
||||
{
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//_MainTex ("Texture", 2D) = "white" {}
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{
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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct VertexInput
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{
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fixed4 vertex : POSITION;
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fixed2 uv:TEXCOORD0;
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struct VertexOutput
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{
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fixed4 pos : SV_POSITION;
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fixed2 uv:TEXCOORD0;
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// Modified from k-mouse (2016-11-23)
|
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// Modified from David Hoskins (2013-07-07) and joltz0r (2013-07-04)
|
||||
|
||||
#define TAU 6.28318530718 //6.28318530718
|
||||
|
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fixed _TILING_FACTOR;
|
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fixed _MAX_ITER;
|
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fixed _Speed;
|
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fixed _DistCenterPower;
|
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fixed4 _Color;
|
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|
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|
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fixed waterHighlight(fixed2 p, fixed time, fixed foaminess)
|
||||
{
|
||||
fixed2 i = p;
|
||||
fixed c = 0.0;
|
||||
fixed foaminess_factor = lerp(1.0, 6.0, foaminess);
|
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fixed inten = .005 * foaminess_factor;
|
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|
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for (int n = 0; n < _MAX_ITER; n++)
|
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{
|
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fixed t = time * (1.0 - (3.5 / fixed(n+1)));
|
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i = p + fixed2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
|
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c += 1.0/length(fixed2(p.x / (sin(i.x+t)), p.y / (cos(i.y+t))));
|
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}
|
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c = 0.2 + c / (inten * _MAX_ITER);
|
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c = 1.17-pow(c, 1.4);
|
||||
c = pow(abs(c), 8.0);
|
||||
return c / sqrt(foaminess_factor);
|
||||
}
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
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||||
|
||||
fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
|
||||
fixed time = _Time.y * _Speed +23.0;
|
||||
|
||||
fixed dist_center = pow(2.0*length(i.uv - 0.5), _DistCenterPower);
|
||||
|
||||
fixed foaminess = smoothstep(0.4, 1.8, dist_center);
|
||||
fixed clearness = 0.1 + 0.9*smoothstep(0.1, 0.5, dist_center);
|
||||
|
||||
fixed2 p = fmod(i.uv*TAU*_TILING_FACTOR, TAU)-250.0;
|
||||
|
||||
fixed c = waterHighlight(p, time, foaminess);
|
||||
|
||||
fixed3 water_color = fixed3(0.0, 0.35, 0.5);
|
||||
fixed3 color = fixed3(c,c,c);
|
||||
color = clamp(color + water_color, 0.0, 1.0);
|
||||
|
||||
color = lerp(water_color, color, clearness);
|
||||
|
||||
return fixed4(color*_Color.rgb, c * _Color.a);
|
||||
|
||||
}
|
||||
ENDCG
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}
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}
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//https://www.shadertoy.com/view/wt3SR4
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Shader "Unlit/Fractal Lines"
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{
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Properties
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{
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_Speed("Speed",Range(0.01,10.0)) = 0.5
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_Scale("Scale",Range(1.0,50.0)) = 20.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
|
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{
|
||||
float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
|
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};
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||||
|
||||
fixed _Speed;
|
||||
fixed _Scale;
|
||||
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||||
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||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
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||||
o.uv = v.uv;
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return o;
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}
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float2x2 Rot(float a)
|
||||
{
|
||||
float s = sin(a);
|
||||
float c = cos(a);
|
||||
return float2x2(c, -s, s, c);
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}
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||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed2 uv = abs(i.uv-.5) * _Scale; // abs to make simitry with both sides
|
||||
fixed time = _Time.y * _Speed;
|
||||
|
||||
uv *= sin(length(cos(uv) + time));
|
||||
uv *= frac(length(uv*.1 - time*.1) + time*.12);
|
||||
|
||||
fixed2 id= floor(uv);
|
||||
uv = frac(uv + time*.13) - .5;
|
||||
fixed d = 0.;
|
||||
|
||||
if(fmod(id.x,2.) - fmod(id.y,2.) == 0.)
|
||||
{
|
||||
d = min(abs(uv.x),.1);
|
||||
}
|
||||
else
|
||||
{
|
||||
d = min(abs(uv.y),.1);
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||||
}
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||||
|
||||
d = smoothstep(0.1,.00,d);
|
||||
fixed3 col;
|
||||
|
||||
if( fmod(id.x,2.) - fmod(id.y,2.) == 0.)
|
||||
{
|
||||
col = lerp(fixed3(.1,0.1,0.1),fixed3(.9,.3,.2*(1.-d)),fixed3(d,d,d));
|
||||
}
|
||||
else
|
||||
{
|
||||
col = lerp(fixed3(.1,0.1,0.1),fixed3(.2,.3*(1.-d),.9),fixed3(d,d,d));
|
||||
}
|
||||
|
||||
return fixed4(col,1.0);
|
||||
}
|
||||
ENDCG
|
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}
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}
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}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Scale: 1.23
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- _Speed: 0.02
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m_Colors: []
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m_BuildTextureStacks: []
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// https://www.shadertoy.com/view/WtdXR8
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Shader "Unlit/GlowingMarbilingBlack"
|
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{
|
||||
Properties
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||||
{
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_Speed("Speed",Range(0.01,10.0)) = 1.0
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_Scale("Scale",Range(1.0,10.0)) = 2.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
|
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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|
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struct appdata
|
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
|
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};
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struct v2f
|
||||
{
|
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float2 uv : TEXCOORD0;
|
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float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
fixed _Speed;
|
||||
fixed _Scale;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
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}
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||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed2 uv = (_Scale * i.uv - _ScreenParams.xy) ;
|
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|
||||
fixed time = _Time.y * _Speed;
|
||||
for(float i = 1.0; i < 5.0; i++)
|
||||
{
|
||||
uv.x += 0.6 / i * cos(i * 2.5* uv.y + time);
|
||||
uv.y += 0.6 / i * cos(i * 1.5 * uv.x + time);
|
||||
}
|
||||
|
||||
return fixed4(fixed3(0.1,0.1,0.1)/abs(sin(time - uv.y - uv.x)), 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
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}
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}
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%YAML 1.1
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--- !u!21 &2100000
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// https://www.shadertoy.com/view/Wl3GWX
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Shader "Custom/Grail"
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{
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||||
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||||
Properties
|
||||
{
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||||
_MainTex ("MainTex", 2D) = "white" {}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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Pass
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{
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ZWrite Off
|
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Blend SrcAlpha OneMinusSrcAlpha
|
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CGPROGRAM
|
||||
#pragma vertex vert
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||||
#pragma fragment frag
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#include "UnityCG.cginc"
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struct VertexInput
|
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{
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fixed4 vertex : POSITION;
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||||
fixed2 uv:TEXCOORD0;
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};
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|
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struct VertexOutput
|
||||
{
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fixed4 pos : SV_POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
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//Variables
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||||
sampler2D _MainTex;
|
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|
||||
#define PI 3.141592654
|
||||
|
||||
fixed3 norm_frac(fixed3 x)
|
||||
{
|
||||
fixed3 p=frac(x);
|
||||
return 8.0*p*(1.0-p)-1.0;
|
||||
}
|
||||
|
||||
fixed noise(fixed a)
|
||||
{
|
||||
fixed k = frac(sin(131.33 * a + 23.123) * 131.133);
|
||||
return k;
|
||||
}
|
||||
|
||||
fixed3 noise(fixed3 a)
|
||||
{
|
||||
fixed3 k = frac(sin(131.33 * a + 23.123) * 131.133);
|
||||
return k;
|
||||
}
|
||||
|
||||
fixed map(fixed l)
|
||||
{
|
||||
fixed lm = 1.0;
|
||||
l = clamp(1e-5, l, l);
|
||||
fixed lm2 = lm * lm;
|
||||
fixed lm4 = lm2 * lm2;
|
||||
return sqrt(lm4 / (l * l) + lm2);
|
||||
// return 1.0/(l+1e-5);
|
||||
}
|
||||
|
||||
fixed4 BlurSampler(sampler2D tex,fixed2 uv,fixed2 w)
|
||||
{
|
||||
fixed4 color=tex2D(tex,uv);
|
||||
color+=tex2D(tex,uv+fixed2(0.0,w.y));
|
||||
color+=tex2D(tex,uv-fixed2(0.0,w.y));
|
||||
color+=tex2D(tex,uv+fixed2(w.x,0.0));
|
||||
color+=tex2D(tex,uv-fixed2(w.x,0.0));
|
||||
return 0.2*color;
|
||||
}
|
||||
|
||||
fixed3 fbm_noise(fixed2 coord,fixed ft)
|
||||
{
|
||||
fixed len=length(coord);
|
||||
fixed dis=map(len);
|
||||
fixed3 kp = fixed3(coord * max(dis, 1.0), dis);
|
||||
|
||||
fixed fre=1.0;
|
||||
fixed ap=0.5;
|
||||
fixed3 d= fixed3(1.0,1.0,1.0);
|
||||
[unroll(100)]
|
||||
for(int i=0;i<5;i++)
|
||||
{
|
||||
kp=lerp(kp,kp.yzx,0.1);
|
||||
kp+=sin(0.75*kp.zxy * fre+ft*_Time.y);
|
||||
d -= abs(dot(sin(kp), norm_frac(kp.yzx)) * ap);
|
||||
fre*=-2.0;
|
||||
ap*=0.5;
|
||||
}
|
||||
return fixed3((d));
|
||||
}
|
||||
|
||||
fixed3 DrawLines(fixed2 coord,fixed fre,fixed ap,fixed bias)
|
||||
{
|
||||
|
||||
fixed len=length(coord);
|
||||
fixed depth=map(len);
|
||||
fixed frag=(sin((depth-2.0*bias)*4.0)+1.0)*0.5;
|
||||
fixed3 color=lerp(fixed3(0.0,0.0,0.99),fixed3(0.0,1.0,1.0),frag*0.5);
|
||||
// fixed3 color=fixed3(0.0,0.5,0.99);
|
||||
fixed angle =atan2(coord.x,coord.y);
|
||||
|
||||
fixed p=angle+fre*depth+bias;
|
||||
fixed base=1.001;
|
||||
fixed k=0.1/(0.1+len);
|
||||
color*=smoothstep(base-k*k*k,base,(sin(p*3.0)+1.0)*0.5);
|
||||
return 6.0*color*smoothstep(10.0,1.0,depth)*frag*ap;
|
||||
}
|
||||
|
||||
float3 DrawCenter(float2 coord)
|
||||
{
|
||||
float thre=8.0;
|
||||
float3 color=float3(0.0,0.3,0.8);
|
||||
float l=length(coord);
|
||||
|
||||
float d=map(l);
|
||||
float f0=smoothstep(0.09,0.13,l);
|
||||
float f1=2.0*smoothstep(thre-0.54,thre,d);
|
||||
f1+=smoothstep(0.0,thre,d);
|
||||
return color*f0*f1;
|
||||
}
|
||||
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
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o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
|
||||
fixed2 uv=i.uv/1;
|
||||
fixed2 w=1.0/1;
|
||||
fixed2 coord=uv*2.0-1.0;
|
||||
coord.y*=1/1;
|
||||
|
||||
fixed3 color= fixed3(0.0,0.0,0.0);
|
||||
fixed ap= abs(fbm_noise(coord,0.5).x);
|
||||
|
||||
// color=max(color,DrawCenter(coord));
|
||||
color = max(color,DrawCenter(coord));
|
||||
// color=max(color,BlurSampler(_MainTex,uv,w).xyz)*(1.0+0.2*ap);
|
||||
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|
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color=max(color,0.3*DrawLines(coord,6.0,ap,PI*0.2+0.5*_Time.y));
|
||||
|
||||
return fixed4(color,1.0);
|
||||
|
||||
}
|
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ENDCG
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}
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}
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m_Colors:
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Shader "Unlit/LiquidStar"
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{
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Properties
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{
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_Speed("Flow Speed", Range(0.01, 5.0)) = 0.8
|
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_Scale("Surface Scale", Range(0.5, 20.0)) = 3.0
|
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_BaseColor("Base Color", Color) = (1.0, 0.1, 0.0, 1.0)
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_HotColor("Hot Spot Color", Color) = (1.0, 0.9, 0.2, 1.0)
|
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_SpotColor("Dark Color", Color) = (0.3, 0.0, 0.0, 1.0)
|
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_GlowIntensity("Glow Intensity", Range(1.0, 20.0)) = 6.0
|
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_Turbulence("Turbulence", Range(0.0, 3.0)) = 1.2
|
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_EdgeSoftness("Edge Softness", Range(0.01, 0.3)) = 0.08
|
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_CoronaSize("Corona Size", Range(0.0, 0.4)) = 0.15
|
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_CoronaIntensity("Corona Intensity", Range(0.0, 10.0)) = 3.0
|
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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LOD 100
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ZWrite On
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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float _Speed;
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float _Scale;
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float4 _BaseColor;
|
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float4 _HotColor;
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float4 _SpotColor;
|
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float _GlowIntensity;
|
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float _Turbulence;
|
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float _EdgeSoftness;
|
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float _CoronaSize;
|
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float _CoronaIntensity;
|
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// 3D simplex-style noise
|
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float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
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float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
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float4 permute(float4 x) { return mod289(((x * 34.0) + 10.0) * x); }
|
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float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
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float snoise(float3 v)
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{
|
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
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const float4 D = float4(0.0, 0.5, 1.0, 2.0);
|
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|
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float3 i = floor(v + dot(v, C.yyy));
|
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float3 x0 = v - i + dot(i, C.xxx);
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float3 g = step(x0.yzx, x0.xyz);
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float3 l = 1.0 - g;
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float3 i1 = min(g.xyz, l.zxy);
|
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float3 i2 = max(g.xyz, l.zxy);
|
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|
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float3 x1 = x0 - i1 + C.xxx;
|
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float3 x2 = x0 - i2 + C.yyy;
|
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float3 x3 = x0 - D.yyy;
|
||||
|
||||
i = mod289(i);
|
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float4 p = permute(permute(permute(
|
||||
i.z + float4(0.0, i1.z, i2.z, 1.0))
|
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+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
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+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
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float n_ = 0.142857142857;
|
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float3 ns = n_ * D.wyz - D.xzx;
|
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|
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float4 j = p - 49.0 * floor(p * ns.z * ns.z);
|
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|
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float4 x_ = floor(j * ns.z);
|
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float4 y_ = floor(j - 7.0 * x_);
|
||||
|
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float4 x = x_ * ns.x + ns.yyyy;
|
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float4 y = y_ * ns.x + ns.yyyy;
|
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float4 h = 1.0 - abs(x) - abs(y);
|
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|
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float4 b0 = float4(x.xy, y.xy);
|
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float4 b1 = float4(x.zw, y.zw);
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float4 s0 = floor(b0) * 2.0 + 1.0;
|
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float4 s1 = floor(b1) * 2.0 + 1.0;
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float4 sh = -step(h, float4(0, 0, 0, 0));
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 p0 = float3(a0.xy, h.x);
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float3 p1 = float3(a0.zw, h.y);
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float3 p2 = float3(a1.xy, h.z);
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float3 p3 = float3(a1.zw, h.w);
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float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m * m, float4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
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}
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// Fractal brownian motion
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float fbm(float3 p, int octaves)
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{
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for (int i = 0; i < octaves; i++)
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{
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value += amplitude * snoise(p * frequency);
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value;
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}
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float4 frag(v2f i) : SV_Target
|
||||
{
|
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// Remap UV to centered [-1, 1] range
|
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float2 centeredUV = i.uv * 2.0 - 1.0;
|
||||
|
||||
// Shrink the star so disk + corona fits inside the quad
|
||||
float starRadius = 1.0 / (1.0 + _CoronaSize);
|
||||
float dist = length(centeredUV) / starRadius;
|
||||
|
||||
// Discard outside the circle + corona
|
||||
if (dist > 1.0 + _CoronaSize) discard;
|
||||
|
||||
float time = _Time.y * _Speed;
|
||||
|
||||
// Use UV-based 3D coordinate for noise (flat plane, no sphere artifacts)
|
||||
float3 p = float3(centeredUV * _Scale, time * 0.02);
|
||||
|
||||
// Liquid flow - domain warping (2 octaves for island edges)
|
||||
float3 q = float3(
|
||||
fbm(p + float3(0.0, 0.0, time * 0.06), 2),
|
||||
fbm(p + float3(5.2, 1.3, time * 0.05), 2),
|
||||
fbm(p + float3(1.7, 9.2, time * 0.07), 2)
|
||||
);
|
||||
|
||||
// Inner layer - single pass smooth fill
|
||||
float3 r = float3(
|
||||
snoise(p + _Turbulence * q + float3(1.7, 9.2, time * 0.03)),
|
||||
snoise(p + _Turbulence * q + float3(8.3, 2.8, time * 0.04)),
|
||||
snoise(p + _Turbulence * q + float3(3.1, 6.5, time * 0.02))
|
||||
);
|
||||
|
||||
float liquidPattern = snoise(p + _Turbulence * r);
|
||||
|
||||
// Convection cells - granulation pattern
|
||||
float granulation = snoise(float3(centeredUV * _Scale * 3.0, time * 0.08));
|
||||
granulation = granulation * 0.5 + 0.5;
|
||||
|
||||
// Blend colors - use granulation heavily for contrast
|
||||
float heatMap = liquidPattern * 0.5 + 0.5;
|
||||
heatMap = saturate(heatMap * granulation);
|
||||
heatMap = pow(heatMap, 0.7);
|
||||
|
||||
// Base liquid surface color
|
||||
float3 col = lerp(_SpotColor.rgb, _BaseColor.rgb, heatMap);
|
||||
col = lerp(col, _HotColor.rgb, pow(heatMap, 2.5));
|
||||
|
||||
// Limb darkening - darken edges of the star disk
|
||||
float limbDarken = 1.0 - pow(dist, 2.0);
|
||||
col *= max(limbDarken, 0.3);
|
||||
|
||||
// HDR glow intensity
|
||||
col *= _GlowIntensity;
|
||||
|
||||
// Outside the star disk: corona fading to black
|
||||
if (dist > 1.0)
|
||||
{
|
||||
float coronaDist = (dist - 1.0) / _CoronaSize;
|
||||
float coronaFade = (1.0 - coronaDist) * (1.0 - coronaDist);
|
||||
col = lerp(_BaseColor.rgb, _HotColor.rgb, 0.7) * _CoronaIntensity * coronaFade;
|
||||
}
|
||||
else if (dist > 1.0 - _EdgeSoftness)
|
||||
{
|
||||
// Soft edge of star disk
|
||||
float edgeFade = smoothstep(1.0, 1.0 - _EdgeSoftness, dist);
|
||||
col = lerp(float3(0, 0, 0), col, edgeFade);
|
||||
}
|
||||
|
||||
return float4(col, 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
|
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}
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--- !u!21 &2100000
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_Name: Magma Rocks
|
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m_Shader: {fileID: 4800000, guid: a836f2da58abbaf459bea393f87ed09e, type: 3}
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|
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|
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- _ScaleX: 2
|
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|
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- _Speed: 0.18
|
||||
- _SpeedB: 0.295
|
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||||
//https://www.shadertoy.com/view/4lXfR7
|
||||
Shader "Custom/Magma Rocks"
|
||||
{
|
||||
|
||||
Properties
|
||||
{
|
||||
_Speed("Speed A",Range(0.0,1.0)) = 0.35
|
||||
_SpeedB("Speed B",Range(0.0,2.0)) = 0.35
|
||||
|
||||
_ScaleX("Scale X", Float) = 1.0
|
||||
_ScaleY("Scale Y", Float) = 1.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
|
||||
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
fixed4 pos : SV_POSITION;
|
||||
fixed2 uv:TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed _Speed;
|
||||
fixed _SpeedB;
|
||||
fixed _ScaleY;
|
||||
fixed _ScaleX;
|
||||
|
||||
// random2 function by Patricio Gonzalez
|
||||
fixed2 random2( fixed2 p )
|
||||
{
|
||||
return frac(sin(fixed2(dot(p,fixed2(127.1,311.7)),dot(p,fixed2(269.5,183.3))))*43758.5453);
|
||||
}
|
||||
|
||||
// Value Noise by Inigo Quilez - iq/2013
|
||||
// https://www.shadertoy.com/view/lsf3WH
|
||||
fixed noise(fixed2 st)
|
||||
{
|
||||
fixed2 i = floor(st);
|
||||
fixed2 f = frac(st);
|
||||
|
||||
fixed2 u = f*f*(3.0-2.0*f);
|
||||
|
||||
return lerp( lerp( dot( random2(i + fixed2(0.0,0.0) ), f - fixed2(0.0,0.0) ),
|
||||
dot( random2(i + fixed2(1.0,0.0) ), f - fixed2(1.0,0.0) ), u.x),
|
||||
lerp( dot( random2(i + fixed2(0.0,1.0) ), f - fixed2(0.0,1.0) ),
|
||||
dot( random2(i + fixed2(1.0,1.0) ), f - fixed2(1.0,1.0) ), u.x), u.y);
|
||||
}
|
||||
|
||||
fixed3 magmaFunc(fixed3 color, fixed2 uv, fixed detail, fixed power,
|
||||
fixed colorMul, fixed glowRate, bool animate, fixed noiseAmount)
|
||||
{
|
||||
//fixed rockColorSingle = vec3(0.09 + abs(sin(iTime * .75)) * .03, 0.02, .02);
|
||||
fixed3 rockColor = fixed3(0.09 + abs(sin(_Time.y * _SpeedB)) * .03, 0.02, .02);
|
||||
fixed minDistance = 1.;
|
||||
uv *= detail;
|
||||
|
||||
fixed2 cell = floor(uv);
|
||||
fixed2 fraction = frac(uv);
|
||||
|
||||
for (int i = -1; i <= 1; i++)
|
||||
{
|
||||
for (int j = -1; j <= 1; j++)
|
||||
{
|
||||
fixed2 cellDir = fixed2(fixed(i), fixed(j));
|
||||
fixed2 randPoint = random2(cell + cellDir);
|
||||
randPoint += noise(uv) * noiseAmount;
|
||||
randPoint = animate ? 0.5 + 0.5 * sin(_Time.y * _Speed + 6.2831 * randPoint) : randPoint;
|
||||
minDistance = min(minDistance, length(cellDir + randPoint - fraction));
|
||||
}
|
||||
}
|
||||
|
||||
fixed powAdd = sin(uv.x * 2. + _Time.y * glowRate) + sin(uv.y * 2. + _Time.y * glowRate);
|
||||
fixed3 outColor = fixed3(color * pow(minDistance, power + powAdd * .95) * colorMul);
|
||||
outColor.rgb = lerp(rockColor, outColor.rgb, minDistance);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
VertexOutput vert (VertexInput v)
|
||||
{
|
||||
VertexOutput o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(VertexOutput i) : SV_Target
|
||||
{
|
||||
fixed3 fragColor = fixed3(0.0,0.0,0.0);
|
||||
fixed2 uv = i.uv ;
|
||||
uv *= fixed2(_ScaleX,_ScaleY);
|
||||
uv.x += _Time.y * .01;
|
||||
//return fixed3(0.,0.,0.,0.);
|
||||
fragColor.rgb += magmaFunc(fixed3(1.5, .45, 0.), uv, 3., 2.5, 1.15, 1.5, false, 1.5);
|
||||
fragColor.rgb += magmaFunc(fixed3(1.5, 0., 0.), uv, 6., 3., .4, 1., false, 0.);
|
||||
fragColor.rgb += magmaFunc(fixed3(1.2, .4, 0.), uv, 8., 4., .2, 1.9, true, 0.5);
|
||||
|
||||
return fixed4(fragColor,1.0);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
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assetBundleName:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: SnakeSkine
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m_Shader: {fileID: 4800000, guid: 830d1c65d4915b247b1ffef5635001f5, type: 3}
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m_ShaderKeywords:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs: []
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m_Floats:
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- _Scale: 10
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m_Colors:
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- _Col1: {r: 0.12545, g: 0.1686, b: 0.2, a: 1}
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- _Col2: {r: 0.921, g: 0.945, b: 0.96, a: 1}
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// https://www.shadertoy.com/view/tt3SDf
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Shader "Unlit/SnakeSkine"
|
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{
|
||||
Properties
|
||||
{
|
||||
_Scale("Scale",Range(1,50)) = 10.0
|
||||
_Col1("Color 1",Color) = (0.12545, 0.1686, 0.2)
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_Col2("Color 2",Color) = (0.921, 0.945, 0.96)
|
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}
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SubShader
|
||||
{
|
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Tags { "RenderType"="Opaque" }
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LOD 100
|
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Pass
|
||||
{
|
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CGPROGRAM
|
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#pragma vertex vert
|
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#pragma fragment frag
|
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|
||||
#include "UnityCG.cginc"
|
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|
||||
struct appdata
|
||||
{
|
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
|
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{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
fixed _Scale;
|
||||
fixed3 _Col1, _Col2;
|
||||
|
||||
#define SF 1. / _Scale * .5
|
||||
#define SS(l, s) smoothstep(SF, -SF, l - s)
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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||||
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fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed2 uv = (i.uv - 0.5) * _Scale;
|
||||
fixed ssf = SF * .004;
|
||||
|
||||
fixed2 id = floor(uv);
|
||||
uv = frac(uv) - 0.5;
|
||||
|
||||
fixed mask = 0.0;
|
||||
fixed rmask = 0.0;
|
||||
|
||||
for (int k = 0; k < 9; k++)
|
||||
{
|
||||
fixed2 P = fixed2(k % 3, k / 3) - 1.;
|
||||
fixed2 rid = id - P;
|
||||
fixed2 ruv = uv + P + fixed2(0, fmod(rid.x, 2.) * .5) + fixed2(0, sin(_Time.y * 2. + rid.x * 5. + rid.y * 100.) * .2);
|
||||
|
||||
fixed l = length(ruv);
|
||||
|
||||
fixed d = SS(l, .75) * (ruv.y + 1.);
|
||||
|
||||
mask = max(mask, d);
|
||||
if (d >= mask)
|
||||
{
|
||||
mask = d;
|
||||
rmask = SS(abs(l - .65), SF * .007);
|
||||
}
|
||||
}
|
||||
|
||||
fixed3 col = lerp(_Col1, _Col2, rmask);
|
||||
|
||||
return fixed4(col, 1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
|
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}
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%YAML 1.1
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--- !u!21 &2100000
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: SolarFlare
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m_LockedProperties:
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m_TexEnvs:
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- _MainTex:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
|
||||
- _FadeEdge: 2
|
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- _FadeEnds: 0.15
|
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- _FlowDir: 1
|
||||
- _Intensity: 2
|
||||
- _Scale: 3
|
||||
- _Speed: 0.2
|
||||
- _Wisps: 4
|
||||
m_Colors:
|
||||
- _FlareColor: {r: 1, g: 0.2, b: 0.05, a: 1}
|
||||
- _HotColor: {r: 1, g: 0.8, b: 0.3, a: 1}
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m_BuildTextureStacks: []
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||||
Shader "Unlit/SolarFlare"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Speed("Flow Speed", Range(0.01, 5.0)) = 1.0
|
||||
_Scale("Pattern Scale", Range(0.5, 20.0)) = 3.0
|
||||
_FlareColor("Flare Color", Color) = (1.0, 0.3, 0.05, 1.0)
|
||||
_HotColor("Hot Color", Color) = (1.0, 0.8, 0.3, 1.0)
|
||||
_Intensity("Intensity", Range(0.1, 10.0)) = 3.0
|
||||
_FlowDir("Flow Direction", Range(-1, 1)) = 1.0
|
||||
_FadeEdge("Edge Fade Power", Range(0.5, 5.0)) = 2.0
|
||||
_FadeEnds("End Fade", Range(0.0, 0.5)) = 0.15
|
||||
_Wisps("Wisp Count", Range(1.0, 8.0)) = 4.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
LOD 100
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull Off
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
float _Speed;
|
||||
float _Scale;
|
||||
float4 _FlareColor;
|
||||
float4 _HotColor;
|
||||
float _Intensity;
|
||||
float _FlowDir;
|
||||
float _FadeEdge;
|
||||
float _FadeEnds;
|
||||
float _Wisps;
|
||||
|
||||
// 3D simplex noise (same as LiquidStar)
|
||||
float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
float4 permute(float4 x) { return mod289(((x * 34.0) + 10.0) * x); }
|
||||
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
|
||||
float snoise(float3 v)
|
||||
{
|
||||
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
||||
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
float3 i = floor(v + dot(v, C.yyy));
|
||||
float3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
float3 g = step(x0.yzx, x0.xyz);
|
||||
float3 l = 1.0 - g;
|
||||
float3 i1 = min(g.xyz, l.zxy);
|
||||
float3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy;
|
||||
float3 x3 = x0 - D.yyy;
|
||||
|
||||
i = mod289(i);
|
||||
float4 p = permute(permute(permute(
|
||||
i.z + float4(0.0, i1.z, i2.z, 1.0))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
float n_ = 0.142857142857;
|
||||
float3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
float4 j = p - 49.0 * floor(p * ns.z * ns.z);
|
||||
|
||||
float4 x_ = floor(j * ns.z);
|
||||
float4 y_ = floor(j - 7.0 * x_);
|
||||
|
||||
float4 x = x_ * ns.x + ns.yyyy;
|
||||
float4 y = y_ * ns.x + ns.yyyy;
|
||||
float4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
float4 b0 = float4(x.xy, y.xy);
|
||||
float4 b1 = float4(x.zw, y.zw);
|
||||
|
||||
float4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
float4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
float4 sh = -step(h, float4(0, 0, 0, 0));
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
float3 p0 = float3(a0.xy, h.x);
|
||||
float3 p1 = float3(a0.zw, h.y);
|
||||
float3 p2 = float3(a1.xy, h.z);
|
||||
float3 p3 = float3(a1.zw, h.w);
|
||||
|
||||
float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot(m * m, float4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
|
||||
}
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float time = _Time.y * _Speed;
|
||||
|
||||
// UV: x wraps around cylinder, y goes along length
|
||||
float2 uv = i.uv;
|
||||
|
||||
// Flow along the cylinder length
|
||||
float flow = uv.y + time * _FlowDir * 0.2;
|
||||
|
||||
// Wispy tendrils flowing along the cylinder
|
||||
float3 p = float3(uv.x * _Scale, flow * _Scale, time * 0.1);
|
||||
|
||||
float n1 = snoise(p); // 1
|
||||
float n2 = snoise(p * 1.7 + float3(5.2, time * 0.15, 1.3)); // 2
|
||||
float n3 = snoise(p * 0.5 + float3(time * 0.1, 3.1, 7.4)); // 3
|
||||
|
||||
// Wisp pattern - creates streaky tendrils
|
||||
float wispAngle = uv.x * _Wisps * 6.2831;
|
||||
float wisp = sin(wispAngle + n1 * 3.0 + flow * 4.0) * 0.5 + 0.5;
|
||||
wisp = pow(wisp, 3.0);
|
||||
|
||||
// Combine noise layers
|
||||
float pattern = wisp * (n2 * 0.5 + 0.5);
|
||||
pattern += pow(max(0, n3 * 0.5 + 0.5), 2.0) * 0.3;
|
||||
|
||||
// Pulsing hotspots that travel along the cylinder
|
||||
float pulse = snoise(float3(uv.x * 2.0, flow * 2.0, time * 0.3)); // 4
|
||||
float hotspot = pow(saturate(pulse), 4.0);
|
||||
|
||||
// Radial fade - fade out at edges of cylinder (using X as wrap-around)
|
||||
float radialDist = abs(uv.x - 0.5) * 2.0;
|
||||
float radialFade = pow(1.0 - saturate(radialDist), _FadeEdge);
|
||||
|
||||
// End caps fade - fade near top and bottom of cylinder
|
||||
float endFade = smoothstep(0.0, _FadeEnds, uv.y) * smoothstep(1.0, 1.0 - _FadeEnds, uv.y);
|
||||
|
||||
// Color
|
||||
float3 col = lerp(_FlareColor.rgb, _HotColor.rgb, hotspot + pattern * 0.3);
|
||||
col *= _Intensity;
|
||||
|
||||
float alpha = pattern * radialFade * endFade + hotspot * radialFade * endFade * 2.0;
|
||||
alpha = saturate(alpha);
|
||||
|
||||
return float4(col * alpha, 1.0);
|
||||
}
|
||||
ENDCG
|
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}
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}
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}
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Properties
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{
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_Speed("Speed",Range(0.01,5.0)) = 0.1
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_StarISize("Star Inner Size",Range(0.001,0.1)) = 0.05
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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|
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fixed _Scale;
|
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fixed _Speed;
|
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fixed _StarISize;
|
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fixed _StarCrossLines;
|
||||
fixed _GlowDistance;
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fixed _NumLayers;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed2x2 Rot(fixed a)
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{
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fixed s = sin(a) , c = cos(a);
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return fixed2x2(c, -s ,s ,c);
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}
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fixed Star(fixed2 uv, fixed flare)
|
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{
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fixed d = length(uv); // distance to center
|
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fixed m = _StarISize/d;//smoothstep(0.1,0.05, d);
|
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fixed rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));
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m += rays * flare;
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uv = mul(uv, Rot(3.1415/4.0)); // rot by 45 degrees
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rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));
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m += rays * 0.3 * flare;
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m *= smoothstep(_GlowDistance,0.2, d); // fade star brightness from distance
|
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return m;
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}
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fixed Hash21( fixed2 p)
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{
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p = frac( p * fixed2(123.34, 456.21));
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p += dot(p, p+45.32);
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return frac(p.x * p.y);
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}
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fixed3 StarLayer(fixed2 uv)
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{
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fixed3 col = 0;
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fixed2 gv = frac(uv) - 0.5; // grid uv
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fixed2 id = floor(uv);
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for(int y= -1; y <= 1; y++)
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{
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for(int x = -1; x <= 1; x++)
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{
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fixed2 offs = fixed2(x,y);
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fixed n = Hash21(id + offs); // random between 0 and 1
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fixed size = frac(n * 345.32);
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fixed star = Star(gv - offs - fixed2(n, frac(n * 34.0)) + 0.5, smoothstep(0.8,0.9,size));
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fixed3 color = sin(fixed3(0.2,0.3,0.9) * frac(n*2345.2)*123.2) * 0.5 + 0.5;
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color *= fixed3(1,0.5,1.+size);
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star *= sin(_Time.y *3. + n * 6.2831) * 0.5 + 1.0; // twinkle effect
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col += star * size * color;
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}
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}
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return col;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed2 uv = (i.uv - 0.5) * _Scale;
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fixed3 col = 0;
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fixed time = _Time.y * _Speed;
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uv = mul(uv , Rot(time));
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for(fixed i=0; i <1.0; i+=1.0/_NumLayers)
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{
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fixed depth = frac(i+time);
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fixed scale = lerp(20.,0.5, depth);
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fixed fade = depth * smoothstep(1.0,0.9, depth);
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col += StarLayer(uv * scale + i*423.25) * fade;
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}
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// for debuging
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//if(gv.x > 0.48 || gv.y > 0.48) col.r = 1.0;
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return fixed4(col,1.0);
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}
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ENDCG
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}
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}
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// from art of code
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Shader "Unlit/StarFiledLines"
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{
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Properties
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{
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//_MainTex ("Texture", 2D) = "white" {}
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_Scale("Scale XY max min",vector) = (10.0,0.5,0.0,0.0)
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_FadeVal("Fade length XY", Vector) = (1.2,0.8,0,0)
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_CFSpeed("Circle Fade Speed",Range(0.1,20.0)) = 5.0
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_ColorSpeed("Color Shift Speed",Range(0.1,20.0)) = 5.0
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_MoveSpeed("Move Speed",Range(0.1,10.0)) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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// sampler2D _MainTex;
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//float4 _MainTex_ST;
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fixed2 _Scale;
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fixed2 _FadeVal;
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fixed _CFSpeed;
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fixed _ColorSpeed;
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fixed _MoveSpeed;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;//TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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// a start oint , b end point
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fixed DistLine(fixed2 p , fixed2 a , fixed2 b)
|
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{
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fixed2 pa = p-a;
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fixed2 ba = b-a;
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fixed t = clamp(dot(pa, ba) / dot(ba, ba), 0.0 , 1.0);
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return length(pa - ba*t);
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}
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|
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fixed N21(fixed2 p ) // random number function
|
||||
{
|
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p = frac(p* fixed2(233.32, 851.73));
|
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p += dot(p, p +23.45);
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return frac(p.x*p.y);
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}
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fixed2 N22(fixed2 p)
|
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{
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fixed n = N21(p);
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return fixed2(n, N21(n+p));
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}
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fixed2 GetPos(fixed2 id, fixed2 offset)
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{
|
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fixed2 n = N22(id+offset) * _Time.y*_MoveSpeed;
|
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return offset+sin(n)*0.4; // 0.4 to stay inside grid boundry
|
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}
|
||||
|
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fixed Line(fixed2 p , fixed2 a, fixed2 b)
|
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{
|
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fixed m = smoothstep(0.03,0.01, DistLine(p, a, b)); // line width
|
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fixed d2 = length(a-b);
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m *= smoothstep(_FadeVal.x,_FadeVal.y,d2) + smoothstep(0.05,0.03,d2-0.75); // fade in out according to lenght
|
||||
return m;
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}
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fixed Layer(fixed2 uv)
|
||||
{
|
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fixed m = 0.0;
|
||||
|
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fixed2 gv = frac(uv) - 0.5; // grid UV
|
||||
fixed2 id = floor(uv);
|
||||
|
||||
fixed2 p[9]; // 3x3 grid
|
||||
|
||||
int iter=0;
|
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for(fixed y = -1; y <= 1; y++)
|
||||
{
|
||||
for(fixed x = -1; x <= 1; x++)
|
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{
|
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p[iter++] = GetPos(id, fixed2(x,y));
|
||||
}
|
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}
|
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|
||||
fixed time = _Time.y* _CFSpeed;
|
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for(int iter = 0; iter<9; iter++)
|
||||
{
|
||||
m += Line(gv, p[4], p[iter]);
|
||||
|
||||
fixed2 j = (p[iter]- gv) * 15.0;
|
||||
fixed sparkle = 1.0 / dot(j,j); // dot samething like square
|
||||
|
||||
m += sparkle * (sin(time + frac(p[iter].x)*10)*0.5 + 0.5);
|
||||
}
|
||||
// draw more 4 lines to avoid overlabing
|
||||
m += Line(gv, p[1], p[3]);
|
||||
m += Line(gv, p[1], p[5]);
|
||||
m += Line(gv, p[7], p[3]);
|
||||
m += Line(gv, p[7], p[5]);
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample the texture
|
||||
//fixed4 col = tex2D(_MainTex, i.uv);
|
||||
|
||||
fixed2 uv = (i.uv - 0.5);
|
||||
fixed gradient = uv.y;
|
||||
fixed3 col = fixed3(0.0,0.0,0.0);
|
||||
|
||||
//fixed d = DistLine(uv,fixed2(0.0,0.0), fixed2(1.0,1.0));//distance
|
||||
fixed m = 0.0;
|
||||
fixed t = _Time.y *0.1;
|
||||
|
||||
// rotaate uv
|
||||
fixed2x2 mat= fixed2x2(cos(t), -sin(t), sin(t), cos(t));
|
||||
uv = mul(uv,mat);
|
||||
|
||||
for(fixed iter = 0.0; iter < 1.0; iter+= 1.0/4.0)
|
||||
{
|
||||
fixed z = frac(iter+t);
|
||||
fixed size = lerp(_Scale.x, _Scale.y,z);
|
||||
fixed fade = smoothstep(0.0,0.5,z) * smoothstep(1.0,0.75,z);
|
||||
m += Layer(uv*size+iter*20) * fade;
|
||||
}
|
||||
|
||||
fixed3 baseColor = sin(t*_ColorSpeed*fixed3(0.345,0.456,0.657)) * 0.4 + 0.6;
|
||||
col = baseColor * m;
|
||||
col += gradient * baseColor;
|
||||
|
||||
//col.rg = gv; // to see grid debug
|
||||
//if(gv.x > 0.48 || gv.y > 0.48) col = fixed3(1,0,0);
|
||||
return fixed4(col,1.0);
|
||||
}
|
||||
ENDCG
|
||||
}
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}
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}
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m_PrefabAsset: {fileID: 0}
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m_Name: Unlit_VoranoiGradient
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m_Shader: {fileID: 4800000, guid: 876f53063aaa51c4f9897876c997d48c, type: 3}
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m_InvalidKeywords: []
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m_TexEnvs: []
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m_Ints: []
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m_Floats:
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- _Scale: 17.2
|
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- _Speed: 1
|
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m_Colors:
|
||||
- _ColorA: {r: 0.007843138, g: 0.007843138, b: 0.007843138, a: 1}
|
||||
- _ColorB: {r: 0.1254902, g: 0.20392159, b: 0.15686275, a: 1}
|
||||
- _SpeedUV: {r: 0.2, g: 0.2, b: 0, a: 0}
|
||||
- _VoranoiDivision: {r: 50, g: 30, b: 0, a: 0}
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- _VoranoiSpeed: {r: 50, g: 30, b: 0, a: 0}
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m_BuildTextureStacks: []
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//https://www.shadertoy.com/view/WdlyRS
|
||||
Shader "Unlit/VoranoiGradient"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_ColorA("Color A",Color) = (1,0,0,1)
|
||||
_ColorB("Color B",Color) = (0,1,0,1)
|
||||
_Scale("Scale",float) = 20
|
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// _SpeedUV("Speed UV x,y",vector) = (0.2,0.2,0,0)
|
||||
_Speed("Speed",Range(0.0,10.0)) = 1.0
|
||||
_VoranoiSpeed("Voranoi Division", vector)= (50,30,0,0)
|
||||
|
||||
}
|
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SubShader
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{
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{
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{
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{
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fixed dist = length(gv+pt(id+fixed2(i,j))-fixed2(i,j));
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mindist = dist;
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{
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Properties
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{
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "PreviewType"="Skybox" }
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ZWrite Off
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct Attributes
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{
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float3 positionOS : POSITION;
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{
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{
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Varyings o;
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float4 _Color1;
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float4 _Color2;
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float4 _Color3;
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float _Contrast;
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float _Lighting;
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float _SpinAmount;
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float _SpinSpeed;
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float _Rotation;
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float _TimeScale;
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float3 ApplyPsychedelicEffect(float2 uv, float t)
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{
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float2 uv2 = uv;
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float speed = t * _SpinSpeed;
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for (int i = 0; i < 5; i++)
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{
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uv2 += sin(max(uv.x, uv.y)) + uv;
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uv.x += 0.5 * cos(5.1123314 + 0.353 * uv2.y + speed * 0.131121);
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uv.y += 0.5 * sin(uv2.x - 0.113 * speed);
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uv -= cos(uv.x + uv.y) - sin(uv.x * 0.711 - uv.y);
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}
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float contrast_mod = (0.25 * _Contrast + 0.5 * _SpinAmount + 1.2);
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float paint_res = saturate(length(uv) * 0.035 * contrast_mod);
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float c1p = saturate(1.0 - contrast_mod * abs(1.0 - paint_res));
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float c2p = saturate(1.0 - contrast_mod * abs(paint_res));
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float c3p = 1.0 - saturate(c1p + c2p);
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float light = (_Lighting - 0.2) * saturate(c1p * 5.0 - 4.0) + _Lighting * saturate(c2p * 5.0 - 4.0);
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float3 col = (0.3 / _Contrast) * _Color1.rgb +
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(1.0 - 0.3 / _Contrast) * (_Color1.rgb * c1p + _Color2.rgb * c2p + c3p * _Color3.rgb) +
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light;
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return col;
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float4 frag(Varyings i) : SV_Target
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{
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float3 dir = normalize(i.viewDirWS);
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// Convert direction to spherical UV coordinates
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float2 uv;
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uv.x = atan2(dir.z, dir.x) / (2.0 * 3.14159265) + 0.5;
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uv.y = asin(dir.y) / 3.14159265 + 0.5;
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uv = uv * 2.0 - 1.0;
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float time = _Time.y * _TimeScale;
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float3 col = ApplyPsychedelicEffect(uv * 30.0, time);
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return float4(col, 1.0);
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}
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ENDHLSL
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Loaded 100 of 116 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user