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8 Commits
Author SHA1 Message Date
Nathan Rashleigh 6c54f97256 whatver 2026-03-27 18:52:58 +11:00
Nathan Rashleigh a6750a08b3 simplify shaderr 2026-03-27 18:05:30 +11:00
Nathan Rashleigh e442a86cfc liquid star 2026-03-27 17:50:58 +11:00
Nathan Rashleigh a9b3545ee0 1.3 wip 2025-10-29 20:55:26 +11:00
Nathan Rashleigh 6b4834e98d rdy to build but vs sux 2025-10-28 21:50:54 +11:00
Nathan Rashleigh df7bd335d5 shaders innit 2025-10-23 17:43:57 +11:00
Nathan Rashleigh bb0df4e2c1 fix controls ui on widescreens 2025-10-17 18:45:58 +11:00
Nathan Rashleigh ec5c648795 simply lovely 2025-10-16 22:02:14 +11:00
124 changed files with 4605 additions and 113 deletions

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// https://www.shadertoy.com/view/wltSWn
Shader "Custom/Codebase Lightning"
{
Properties
{
_Iter("Lines Iterations",Range(1,10)) = 2
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "PreviewType"="Skybox" }
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 _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)
{
VertexOutput o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.uv;
return o;
}
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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// https://www.shadertoy.com/view/tl33Wj
Shader "Custom/Color waves"
{
Properties
{
}
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;
};
#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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- _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}
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//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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// https://www.shadertoy.com/view/3ttSzr
Shader "Unlit/CrumpledWave.shader"
{
Properties
{
_Speed("Speed",Range(0.01,10.0)) = 0.5
_Scale("Scale",Range(1.0,10.0)) = 2.0
_Color("Color",Color) = (0.1,0.3,0.95)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Speed;
fixed _Scale;
fixed3 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (_Scale * i.uv );
fixed time = _Time.y * _Speed;
for(float i = 1.0; i < 8.0; i++)
{
uv.y += i * 0.1 / i * sin(uv.x * i * i + time) * sin(uv.y * i * i + time);
}
fixed3 col;
col.r = uv.y - _Color.x;
col.g = uv.y + _Color.y;
col.b = uv.y + _Color.z;
return fixed4(col,1.0);
}
ENDCG
}
}
}
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// https://www.shadertoy.com/view/lsBXDW
Shader "Unlit/DanceFloorShader"
{
Properties
{
_Size("Size",Range(2.0,15.0)) = 5.0
_Speed("Speed",Range(0.1,5.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Speed;
fixed _Size;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed3 hsv2rgb (fixed3 hsv)
{
hsv.yz = clamp (hsv.yz, 0.0, 1.0);
return hsv.z * (1.0 + 0.5 * hsv.y * (cos (2.0 * 3.14159 * (hsv.x + fixed3(0.0, 2.0 / 3.0, 1.0 / 3.0))) - 1.0));
}
fixed rand (fixed2 seed)
{
return frac(sin (dot (seed, fixed2(12.9898, 78.233))) * 137.5453);
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
fixed2 frag = (2.0 * i.uv- _ScreenParams.xy);
frag *= 1.0 - 0.2 * cos (frag.yx) * sin (3.14159 );
frag *= _Size;
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;
}
ENDCG
}
}
}
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// https://www.shadertoy.com/view/wty3DG
Shader "Unlit/FluidLike"
{
Properties
{
_Speed("Speed",Range(0.01,5.0))= 0.1
_ScaleX("Scale X",Float) = 1.0
_ScaleY("Scale Y",Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Speed;
fixed _ScaleX;
fixed _ScaleY;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 p = i.uv * fixed2(_ScaleX, _ScaleY);
for(int i=1; i<10; i++)
{
p.x+=(sin( 0.25)) * 0.75/float(i)*sin(float(i)*2.*p.y + _Time.y*_Speed)+ (_Time.y * 69.)/1000.;
p.y+=(sin( 0.25)) * 0.75/float(i)*cos(float(i)*5.*p.x + _Time.y*_Speed)+(_Time.y * .69)/1000.;
}
float r=cos(p.x+p.y+.025)*.9 + 0.33;
float g=sin(p.x+p.y+1.)*.55+.5;
float b=(sin(p.x * 1. +p.y)+cos(p.x+(p.y)))*.5+.28;
fixed3 color = fixed3(b,g,r);
color -= 0.002;
return fixed4(color,1.0);
}
ENDCG
}
}
}
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// https://www.shadertoy.com/view/llcXW7
Shader "Custom/Foamy Water"
{
Properties
{
//_MainTex ("Texture", 2D) = "white" {}
_MAX_ITER("Max iteration",Range(1,32)) = 4
_TILING_FACTOR("Tiling Factor",Range(0.01,5.0)) = 1.0
_Speed("Speed",Range(0.01,5.0)) = 0.1
_DistCenterPower("Dist Center Power",Range(0.1,20.0)) = 2.0
_Color("Color",Color) = (1,1,1)
}
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;
};
// Modified from k-mouse (2016-11-23)
// Modified from David Hoskins (2013-07-07) and joltz0r (2013-07-04)
#define TAU 6.28318530718 //6.28318530718
fixed _TILING_FACTOR;
fixed _MAX_ITER;
fixed _Speed;
fixed _DistCenterPower;
fixed4 _Color;
fixed waterHighlight(fixed2 p, fixed time, fixed foaminess)
{
fixed2 i = p;
fixed c = 0.0;
fixed foaminess_factor = lerp(1.0, 6.0, foaminess);
fixed inten = .005 * foaminess_factor;
for (int n = 0; n < _MAX_ITER; n++)
{
fixed t = time * (1.0 - (3.5 / fixed(n+1)));
i = p + fixed2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x));
c += 1.0/length(fixed2(p.x / (sin(i.x+t)), p.y / (cos(i.y+t))));
}
c = 0.2 + c / (inten * _MAX_ITER);
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;
}
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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//https://www.shadertoy.com/view/wt3SR4
Shader "Unlit/Fractal Lines"
{
Properties
{
_Speed("Speed",Range(0.01,10.0)) = 0.5
_Scale("Scale",Range(1.0,50.0)) = 20.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Speed;
fixed _Scale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float2x2 Rot(float a)
{
float s = sin(a);
float c = cos(a);
return float2x2(c, -s, s, c);
}
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);
}
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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// https://www.shadertoy.com/view/WtdXR8
Shader "Unlit/GlowingMarbilingBlack"
{
Properties
{
_Speed("Speed",Range(0.01,10.0)) = 1.0
_Scale("Scale",Range(1.0,10.0)) = 2.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Speed;
fixed _Scale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (_Scale * i.uv - _ScreenParams.xy) ;
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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// https://www.shadertoy.com/view/Wl3GWX
Shader "Custom/Grail"
{
Properties
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_MainTex ("MainTex", 2D) = "white" {}
}
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;
};
//Variables
sampler2D _MainTex;
#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;
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);
color=max(color,DrawLines(coord,1.0,ap,0.0+0.2*_Time.y));
color=max(color,0.5*DrawLines(coord,3.0,ap,PI*0.2+0.3*_Time.y));
color=max(color,0.3*DrawLines(coord,6.0,ap,PI*0.2+0.5*_Time.y));
return fixed4(color,1.0);
}
ENDCG
}
}
}
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- _SpotScale: 1
- _SpotThreshold: 0.187
- _Turbulence: 1.402
m_Colors:
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- _SpotScale: 1
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Shader "Unlit/LiquidStar"
{
Properties
{
_Speed("Flow Speed", Range(0.01, 5.0)) = 0.8
_Scale("Surface Scale", Range(0.5, 20.0)) = 3.0
_BaseColor("Base Color", Color) = (1.0, 0.1, 0.0, 1.0)
_HotColor("Hot Spot Color", Color) = (1.0, 0.9, 0.2, 1.0)
_SpotColor("Dark Color", Color) = (0.3, 0.0, 0.0, 1.0)
_GlowIntensity("Glow Intensity", Range(1.0, 20.0)) = 6.0
_Turbulence("Turbulence", Range(0.0, 3.0)) = 1.2
_EdgeSoftness("Edge Softness", Range(0.01, 0.3)) = 0.08
_CoronaSize("Corona Size", Range(0.0, 0.4)) = 0.15
_CoronaIntensity("Corona Intensity", Range(0.0, 10.0)) = 3.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 100
ZWrite On
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 _BaseColor;
float4 _HotColor;
float4 _SpotColor;
float _GlowIntensity;
float _Turbulence;
float _EdgeSoftness;
float _CoronaSize;
float _CoronaIntensity;
// 3D simplex-style noise
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)));
}
// Fractal brownian motion
float fbm(float3 p, int octaves)
{
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++)
{
value += amplitude * snoise(p * frequency);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : SV_Target
{
// Remap UV to centered [-1, 1] range
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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//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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// https://www.shadertoy.com/view/tt3SDf
Shader "Unlit/SnakeSkine"
{
Properties
{
_Scale("Scale",Range(1,50)) = 10.0
_Col1("Color 1",Color) = (0.12545, 0.1686, 0.2)
_Col2("Color 2",Color) = (0.921, 0.945, 0.96)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
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;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
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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- _FadeEnds: 0.15
- _FlowDir: 1
- _Intensity: 2
- _Scale: 3
- _Speed: 0.2
- _Wisps: 4
m_Colors:
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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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Shader "Unlit/StarFieldStars"
{
Properties
{
_Speed("Speed",Range(0.01,5.0)) = 0.1
_Scale("Scale",Range(1.0,50.0)) = 2.0
_StarISize("Star Inner Size",Range(0.001,0.1)) = 0.05
_StarCrossLines("Star Cross Lines Size",Range(1,1000)) = 1000
_GlowDistance("Glow Distance",Range(0.01,1.5)) = 1.0
_NumLayers("Number Of Layers",Range(1.0,20.0)) = 4.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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;
};
fixed _Scale;
fixed _Speed;
fixed _StarISize;
fixed _StarCrossLines;
fixed _GlowDistance;
fixed _NumLayers;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed2x2 Rot(fixed a)
{
fixed s = sin(a) , c = cos(a);
return fixed2x2(c, -s ,s ,c);
}
fixed Star(fixed2 uv, fixed flare)
{
fixed d = length(uv); // distance to center
fixed m = _StarISize/d;//smoothstep(0.1,0.05, d);
fixed rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));
m += rays * flare;
uv = mul(uv, Rot(3.1415/4.0)); // rot by 45 degrees
rays = max(0.0, 1.0-abs(uv.x*uv.y*_StarCrossLines));
m += rays * 0.3 * flare;
m *= smoothstep(_GlowDistance,0.2, d); // fade star brightness from distance
return m;
}
fixed Hash21( fixed2 p)
{
p = frac( p * fixed2(123.34, 456.21));
p += dot(p, p+45.32);
return frac(p.x * p.y);
}
fixed3 StarLayer(fixed2 uv)
{
fixed3 col = 0;
fixed2 gv = frac(uv) - 0.5; // grid uv
fixed2 id = floor(uv);
for(int y= -1; y <= 1; y++)
{
for(int x = -1; x <= 1; x++)
{
fixed2 offs = fixed2(x,y);
fixed n = Hash21(id + offs); // random between 0 and 1
fixed size = frac(n * 345.32);
fixed star = Star(gv - offs - fixed2(n, frac(n * 34.0)) + 0.5, smoothstep(0.8,0.9,size));
fixed3 color = sin(fixed3(0.2,0.3,0.9) * frac(n*2345.2)*123.2) * 0.5 + 0.5;
color *= fixed3(1,0.5,1.+size);
star *= sin(_Time.y *3. + n * 6.2831) * 0.5 + 1.0; // twinkle effect
col += star * size * color;
}
}
return col;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (i.uv - 0.5) * _Scale;
fixed3 col = 0;
fixed time = _Time.y * _Speed;
uv = mul(uv , Rot(time));
for(fixed i=0; i <1.0; i+=1.0/_NumLayers)
{
fixed depth = frac(i+time);
fixed scale = lerp(20.,0.5, depth);
fixed fade = depth * smoothstep(1.0,0.9, depth);
col += StarLayer(uv * scale + i*423.25) * fade;
}
// for debuging
//if(gv.x > 0.48 || gv.y > 0.48) col.r = 1.0;
return fixed4(col,1.0);
}
ENDCG
}
}
}
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// from art of code
Shader "Unlit/StarFiledLines"
{
Properties
{
//_MainTex ("Texture", 2D) = "white" {}
_Scale("Scale XY max min",vector) = (10.0,0.5,0.0,0.0)
_FadeVal("Fade length XY", Vector) = (1.2,0.8,0,0)
_CFSpeed("Circle Fade Speed",Range(0.1,20.0)) = 5.0
_ColorSpeed("Color Shift Speed",Range(0.1,20.0)) = 5.0
_MoveSpeed("Move Speed",Range(0.1,10.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
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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;
};
// sampler2D _MainTex;
//float4 _MainTex_ST;
fixed2 _Scale;
fixed2 _FadeVal;
fixed _CFSpeed;
fixed _ColorSpeed;
fixed _MoveSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;//TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
// a start oint , b end point
fixed DistLine(fixed2 p , fixed2 a , fixed2 b)
{
fixed2 pa = p-a;
fixed2 ba = b-a;
fixed t = clamp(dot(pa, ba) / dot(ba, ba), 0.0 , 1.0);
return length(pa - ba*t);
}
fixed N21(fixed2 p ) // random number function
{
p = frac(p* fixed2(233.32, 851.73));
p += dot(p, p +23.45);
return frac(p.x*p.y);
}
fixed2 N22(fixed2 p)
{
fixed n = N21(p);
return fixed2(n, N21(n+p));
}
fixed2 GetPos(fixed2 id, fixed2 offset)
{
fixed2 n = N22(id+offset) * _Time.y*_MoveSpeed;
return offset+sin(n)*0.4; // 0.4 to stay inside grid boundry
}
fixed Line(fixed2 p , fixed2 a, fixed2 b)
{
fixed m = smoothstep(0.03,0.01, DistLine(p, a, b)); // line width
fixed d2 = length(a-b);
m *= smoothstep(_FadeVal.x,_FadeVal.y,d2) + smoothstep(0.05,0.03,d2-0.75); // fade in out according to lenght
return m;
}
fixed Layer(fixed2 uv)
{
fixed m = 0.0;
fixed2 gv = frac(uv) - 0.5; // grid UV
fixed2 id = floor(uv);
fixed2 p[9]; // 3x3 grid
int iter=0;
for(fixed y = -1; y <= 1; y++)
{
for(fixed x = -1; x <= 1; x++)
{
p[iter++] = GetPos(id, fixed2(x,y));
}
}
fixed time = _Time.y* _CFSpeed;
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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//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
// _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)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 100
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
fixed4 vertex : POSITION;
fixed2 uv : TEXCOORD0;
};
struct v2f
{
fixed2 uv : TEXCOORD0;
fixed4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
#define t _Time.y*2.
fixed3 _ColorA, _ColorB;
fixed _Speed, _Scale;
fixed2 _VoranoiSpeed;
fixed2 ran(fixed2 _uv)
{
_uv *= fixed2(dot(_uv,fixed2(127.1,311.7)),dot(_uv,fixed2(227.1,521.7)) );
return 1.0-frac(tan(cos(_uv)*123.6)*3533.3)*frac(tan(cos(_uv)*123.6)*3533.3);
}
fixed2 pt(fixed2 _id)
{
return sin(t*(ran(_id+.5)-0.5)+ran(_id-20.1)*8.0)*0.5;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 voranoi = frac(fixed2(_Time.y/_VoranoiSpeed.x, _Time.y/_VoranoiSpeed.y) * _Speed);
fixed2 uv = ((i.uv - 0.5) + voranoi) * _Scale;
fixed2 gv = frac(uv)-.5;
fixed2 id = floor(uv);
fixed mindist = length(gv + pt(id));
fixed2 vorv = (id+pt(id))/_Scale - voranoi;
for(fixed i=-1.; i<=1.; i++)
{
for(fixed j=-1.; j<=1.; j++)
{
fixed dist = length(gv+pt(id+fixed2(i,j))-fixed2(i,j));
if(dist<mindist){
mindist = dist;
vorv = (id+pt(id+fixed2(i,j))+fixed2(i,j))/_Scale - voranoi;
}
}
}
fixed3 col = lerp(_ColorA, _ColorB, clamp(0.,1.,vorv.x*2.2+vorv.y)*0.5+0.5);
return fixed4(col,1.0);
}
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Shader "Skybox/PsychedelicBalatroSkybox"
{
Properties
{
// _Color1 ("Color 1", Color) = (0.871, 0.267, 0.231, 1.0)
// _Color2 ("Color 2", Color) = (0.0, 0.42, 0.706, 1.0)
// _Color3 ("Color 3", Color) = (0.086, 0.137, 0.145, 1.0)
_Color1 ("Color 1", Color) = (0.05, 0.05, 0.08, 1)
_Color2 ("Color 2", Color) = (0.2, 0.8, 1.0, 1)
_Color3 ("Color 3", Color) = (1.0, 0.6, 0.2, 1)
_Contrast ("Contrast", Range(0.5, 6)) = 3.5
_Lighting ("Lighting", Range(0.0, 2.0)) = 0.4
_SpinAmount ("Spin Amount", Range(0, 1)) = 0.25
_SpinSpeed ("Spin Speed", Range(0, 20)) = 7.0
_Rotation ("Rotation", Range(-10, 10)) = -2.0
_TimeScale ("Time Scale", Range(0, 2)) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "PreviewType"="Skybox" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 viewDirWS : TEXCOORD0;
};
Varyings vert (Attributes v)
{
Varyings o;
o.positionCS = TransformObjectToHClip(v.positionOS);
o.viewDirWS = normalize(mul((float3x3)UNITY_MATRIX_M, v.positionOS));
return o;
}
float4 _Color1;
float4 _Color2;
float4 _Color3;
float _Contrast;
float _Lighting;
float _SpinAmount;
float _SpinSpeed;
float _Rotation;
float _TimeScale;
float3 ApplyPsychedelicEffect(float2 uv, float t)
{
float2 uv2 = uv;
float speed = t * _SpinSpeed;
for (int i = 0; i < 5; i++)
{
uv2 += sin(max(uv.x, uv.y)) + uv;
uv.x += 0.5 * cos(5.1123314 + 0.353 * uv2.y + speed * 0.131121);
uv.y += 0.5 * sin(uv2.x - 0.113 * speed);
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Shader "Skybox/PsychedelicSkyboxURP_SineFlow"
{
Properties
{
_BaseColor ("Base Color", Color) = (0.05, 0.05, 0.08, 1)
_AccentColor ("Accent Color", Color) = (0.2, 0.8, 1.0, 1)
_SecondaryColor ("Secondary Color", Color) = (1.0, 0.6, 0.2, 1)
_Intensity ("Emission Intensity", Range(0, 10)) = 2.5
_Speed ("Animation Speed", Range(0.1, 5)) = 1.0
_WarpStrength ("Warp Strength", Range(0.0, 2.0)) = 0.6
}
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off ZTest Always
Pass
{
Name "SkyboxPass"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// === Properties ===
float4 _BaseColor;
float4 _AccentColor;
float4 _SecondaryColor;
float _Intensity;
float _Speed;
float _WarpStrength;
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 viewDirWS : TEXCOORD0;
};
Varyings vert(Attributes v)
{
Varyings o;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.viewDirWS = GetSkyboxViewDirWS(v.positionOS.xyz);
return o;
}
half4 frag(Varyings i) : SV_Target
{
// Convert 3D direction to a 2D UV projection
float3 dir = normalize(i.viewDirWS);
float2 uv = dir.xy / max(1e-3, (1.0 + dir.z)); // spherical projection
float time = _Time.y * _Speed;
// --- Warping loop (GLSL style port) ---
float2 warped = uv;
[unroll(9)]
for (float j = 1.0; j < 10.0; j++)
{
warped.x += _WarpStrength / j * cos(j * 2.5 * warped.y + time);
warped.y += _WarpStrength / j * cos(j * 1.5 * warped.x + time);
}
float glow = 0.1 / abs(sin(time - warped.y - warped.x));
glow = saturate(glow * 5.0);
float3 col = lerp(_BaseColor.rgb, _AccentColor.rgb, glow);
col = lerp(col, _SecondaryColor.rgb, pow(glow, 3.0));
return half4(col * _Intensity, 1.0);
}
ENDHLSL
}
}
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