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 } } }