// 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 } } }