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Voronoi shader in unity
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/
Shader "BitShiftProductions/VoronoiMagic2"
{
Properties
{
}
SubShader
{
Tags { "RenderType" = "Opaque" }
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;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float2 random2(float2 p)
{
return frac(sin(float2(dot(p,float2(117.12,341.7)),dot(p,float2(269.5,123.3))))*43458.5453);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,1);
float2 uv = i.uv;
uv *= 6.0; //Scaling amount (larger number more cells can be seen)
float2 iuv = floor(uv); //gets integer values no floating point
float2 fuv = frac(uv); // gets only the fractional part
float minDist = 1.0; // minimun distance
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
// Position of neighbour on the grid
float2 neighbour = float2(float(x), float(y));
// Random position from current + neighbour place in the grid
float2 pointv = random2(iuv + neighbour);
// Move the point with time
pointv = 0.5 + 0.5*sin(_Time.z + 6.2236*pointv);//each point moves in a certain way
// Vector between the pixel and the point
float2 diff = neighbour + pointv - fuv;
// Distance to the point
float dist = length(diff);
// Keep the closer distance
minDist = min(minDist, dist);
}
}
// Draw the min distance (distance field)
col.r += minDist * minDist; // squared it to to make edges look sharper
return col;
}
ENDCG
}
}
}
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