NewN_UAVPlane/Assets/Plugins/RenderHeads/AVProMovieCapture/Demos/Shaders/AVProMovieCapture_Plasma.sh...

125 lines
2.3 KiB
GLSL

Shader "Hidden/AVProMovieCapture/Plasma"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers gles
#pragma target 3.0
#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;
//dave hoskins hash
float2 hash(float2 p)
{
float3 HASHSCALE3 = float3(0.1031, 0.1030, 0.0973);
float3 p3 = frac(float3(p.xyx) * HASHSCALE3);
p3 += dot(p3, p3.yzx + 19.19);
return frac((p3.xx+p3.yz)*p3.zy);
}
float voronoi(float2 p, float gap)
{
p *= 1.0 / gap;
float2 n = floor(p);
float2 f = frac(p);
float min_dist = 99999.0;
for (int j = -1; j <= 1; j++)
for (int i = -1; i <= 1; i++)
{
float2 pos = float2(float(i), float(j));
float2 jitter = (hash(n + pos) - 0.5) * 2.0;
jitter = 0.5 + sin(_Time.y + 6.2831 * jitter) * 0.5;
float2 r = pos + jitter - f;
float d = length(r);
if (d < min_dist)
{
min_dist = d;
}
}
return pow(min_dist, 3.0) * gap * 10;
}
float3 tonemap(float3 color)
{
color = max(float3(0, 0, 0), color - float3(0.004, 0.004, 0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
float plasma(float2 p)
{
float gap = 0.5;
float norm_factor = 0.0;
float total_val = 0.0;
[unroll(8)]
for (int i = 0; i < 8; ++i)
{
total_val += voronoi(p, gap) / 16.0;
norm_factor += gap;
gap /= 2.0;
}
return total_val / norm_factor;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
i.uv += float2(0, -_Time.y * 0.1);
float r = abs(frac(i.uv.y) - 0.5) * 2.0;
float b = 1 - r;
float g = 1.0 - 2 * abs(i.uv.x - 0.5);
fixed4 col = fixed4(r, g, b, 1) * plasma(i.uv);
col.rgb = tonemap(col.rgb);
col.a = 1;
return col;
}
ENDCG
}
}
Fallback Off
}