86 lines
2.1 KiB
Plaintext
86 lines
2.1 KiB
Plaintext
// https://www.shadertoy.com/view/tt3SDf
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Shader "Unlit/SnakeSkine"
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{
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Properties
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{
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_Scale("Scale",Range(1,50)) = 10.0
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_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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{
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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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fixed _Scale;
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fixed3 _Col1, _Col2;
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#define SF 1. / _Scale * .5
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#define SS(l, s) smoothstep(SF, -SF, l - s)
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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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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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fixed ssf = SF * .004;
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fixed2 id = floor(uv);
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uv = frac(uv) - 0.5;
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fixed mask = 0.0;
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fixed rmask = 0.0;
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for (int k = 0; k < 9; k++)
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{
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fixed2 P = fixed2(k % 3, k / 3) - 1.;
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fixed2 rid = id - P;
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fixed2 ruv = uv + P + fixed2(0, fmod(rid.x, 2.) * .5) + fixed2(0, sin(_Time.y * 2. + rid.x * 5. + rid.y * 100.) * .2);
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fixed l = length(ruv);
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fixed d = SS(l, .75) * (ruv.y + 1.);
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mask = max(mask, d);
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if (d >= mask)
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{
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mask = d;
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rmask = SS(abs(l - .65), SF * .007);
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}
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}
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fixed3 col = lerp(_Col1, _Col2, rmask);
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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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}
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