125 lines
2.3 KiB
GLSL
125 lines
2.3 KiB
GLSL
Shader "Hidden/AVProMovieCapture/Plasma"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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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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#pragma exclude_renderers gles
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#pragma target 3.0
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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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//dave hoskins hash
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float2 hash(float2 p)
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{
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float3 HASHSCALE3 = float3(0.1031, 0.1030, 0.0973);
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float3 p3 = frac(float3(p.xyx) * HASHSCALE3);
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p3 += dot(p3, p3.yzx + 19.19);
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return frac((p3.xx+p3.yz)*p3.zy);
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}
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float voronoi(float2 p, float gap)
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{
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p *= 1.0 / gap;
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float2 n = floor(p);
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float2 f = frac(p);
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float min_dist = 99999.0;
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for (int j = -1; j <= 1; j++)
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for (int i = -1; i <= 1; i++)
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{
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float2 pos = float2(float(i), float(j));
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float2 jitter = (hash(n + pos) - 0.5) * 2.0;
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jitter = 0.5 + sin(_Time.y + 6.2831 * jitter) * 0.5;
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float2 r = pos + jitter - f;
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float d = length(r);
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if (d < min_dist)
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{
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min_dist = d;
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}
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}
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return pow(min_dist, 3.0) * gap * 10;
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}
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float3 tonemap(float3 color)
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{
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color = max(float3(0, 0, 0), color - float3(0.004, 0.004, 0.004));
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color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
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return color;
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}
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float plasma(float2 p)
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{
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float gap = 0.5;
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float norm_factor = 0.0;
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float total_val = 0.0;
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[unroll(8)]
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for (int i = 0; i < 8; ++i)
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{
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total_val += voronoi(p, gap) / 16.0;
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norm_factor += gap;
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gap /= 2.0;
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}
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return total_val / norm_factor;
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}
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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 = TRANSFORM_TEX(v.uv, _MainTex);
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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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i.uv += float2(0, -_Time.y * 0.1);
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float r = abs(frac(i.uv.y) - 0.5) * 2.0;
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float b = 1 - r;
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float g = 1.0 - 2 * abs(i.uv.x - 0.5);
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fixed4 col = fixed4(r, g, b, 1) * plasma(i.uv);
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col.rgb = tonemap(col.rgb);
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col.a = 1;
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return col;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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