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// 参考 : http://glslsandbox.com/e#37255.0 | |
Shader "Smoke1" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert_img | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
half random(half2 pos) | |
{ | |
return frac(sin(dot(pos.xy, half2(12.345, 23.456)))*1.2345); | |
} | |
half noise(half2 pos) | |
{ | |
half2 i = floor(pos); | |
half2 f = frac(pos); | |
half a = random(i + half2(0.0, 0.0)); | |
half b = random(i + half2(1.0, 0.0)); | |
half c = random(i + half2(0.0, 1.0)); | |
half d = random(i + half2(1.0, 1.0)); | |
half2 u = f * f * (3.0 - 2.0 * f); | |
return lerp(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; | |
} | |
half fbm(half2 pos) | |
{ | |
half v = 0.0; | |
half a = 0.58; | |
half2x2 rot = half2x2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5)); | |
for (int i=0; i < 10; i++) | |
{ | |
v += a * noise(pos); | |
pos = mul(rot, pos)*2; | |
a *= 0.5; | |
} | |
return v; | |
} | |
half4 frag (v2f_img i) : SV_Target | |
{ | |
half3 color = half3(0,0,0); | |
half time = _Time * 30; | |
half2 resolution = half2(2, 2); | |
half2 p = (i.uv * 2.0 - resolution.xy) / min(resolution.x, resolution.y); | |
half t = 0.0, d; | |
half time2 = time /2; | |
half2 q = half2(0, 0); | |
q.x = fbm(p + half2(1.0,1.0) + 0.01 * time2); | |
q.y = fbm(p + half2(1.0,1.0)); | |
half2 r = half2(0, 0); | |
r.x = fbm(p + q + half2(1.7, 9.2) + 0.15 * time2); | |
r.y = fbm(p + q + half2(8.3, 2.8) + 0.126 * time2); | |
half f = fbm(p + r); | |
color = lerp( | |
color, | |
half3(0.666667, 1, 1), | |
clamp(length(r.x), 0.0, 1.0) | |
); | |
color = (f *f * f + 0.6 * f * f + 0.5 * f) * color; | |
return half4(color, 1.0); | |
} | |
ENDCG | |
} | |
} | |
} |
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