Created
October 21, 2021 19:50
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Psychodelic Sky Exercise
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Shader "GG/Skybox/CubemapPsychodelic" | |
{ | |
Properties | |
{ | |
_Tint("Tint Color", Color) = (.5, .5, .5, .5) | |
_Color1 ("Color1", Color) = (1, .5, .5, .5) | |
_Color2 ("Color2", Color) = (.5, .5, 1, .5) | |
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0 | |
_Rotation("Rotation", Range(0, 360)) = 0 | |
[NoScaleOffset] _Tex("Cubemap (HDR)", Cube) = "grey" {} | |
_DistortionMap("Distortion Map", 2D) = "grey" {} | |
_VOffset("V Offset", Range(-1, 1)) = 0 | |
_VScale("V Scale", Range(-4, 4)) = 1 | |
_DistortionAmount("DistortionAMount", Range(-4, 4)) = 0 | |
_ShiftHue("Shift hue", Range(0, 360)) = 0 | |
_ShiftSaturation("Shift saturation", Range(0, 5)) = 1 | |
_ShiftValue("Shift value", Range(0, 5)) = 1 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Background" "RenderType" = "Background" "PreviewType" = "Skybox" } | |
Cull Off ZWrite Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
samplerCUBE _Tex; | |
sampler2D _DistortionMap; | |
half _DistortionAmount; | |
half4 _Tex_HDR; | |
half4 _Tint; | |
half _Exposure; | |
float _Rotation; | |
fixed _VOffset; | |
fixed _VScale; | |
fixed4 _Color1; | |
fixed4 _Color2; | |
half _ShiftHue; | |
half _ShiftSaturation; | |
half _ShiftValue; | |
float3 RotateAroundYInDegrees(float3 vertex, float degrees) | |
{ | |
float alpha = degrees * UNITY_PI / 180.0; | |
float sina, cosa; | |
sincos(alpha, sina, cosa); | |
float2x2 m = float2x2(cosa, -sina, sina, cosa); | |
return float3(mul(m, vertex.xz), vertex.y).xzy; | |
} | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
float3 texcoord : TEXCOORD0; | |
float2 texcoordMap : TEXCOORD1; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
float2 Random2(float2 p) | |
{ | |
return frac(sin(float2(dot(p,float2(117.12,341.7)),dot(p,float2(269.5,123.3))))*43458.5453); | |
} | |
float3 TransformHSV(float3 col, fixed dynamicShift) | |
{ | |
float uAngle = _ShiftHue * 3.14 / 180 * _SinTime.z; | |
float wAngle = _ShiftHue * 3.14 / 180 * _CosTime.z; | |
float uMultipler = _ShiftValue * _ShiftSaturation * cos(uAngle + dynamicShift); | |
float wMultipler = _ShiftValue * _ShiftSaturation * sin(wAngle + dynamicShift); | |
float3 ret = col; | |
ret.r = (0.299 * _ShiftValue + 0.701 * uMultipler + 0.168 * wMultipler) * col.r | |
+ (0.587 * _ShiftValue - 0.587 * uMultipler + 0.330 * wMultipler) * col.g | |
+ (0.114 * _ShiftValue - 0.114 * uMultipler - 0.497 * wMultipler) * col.b; | |
ret.g = (0.299 * _ShiftValue - 0.299 * uMultipler - 0.328 * wMultipler) * col.r | |
+ (0.587 * _ShiftValue + 0.413 * uMultipler + 0.035 * wMultipler) * col.g | |
+ (0.114 * _ShiftValue - 0.114 * uMultipler + 0.292 * wMultipler) * col.b; | |
ret.b = (0.299 * _ShiftValue - 0.3 * uMultipler + 1.25 * wMultipler) * col.r | |
+ (0.587 * _ShiftValue - 0.588 * uMultipler - 1.05 * wMultipler) * col.g | |
+ (0.114 * _ShiftValue + 0.886 * uMultipler - 0.203 * wMultipler) * col.b; | |
return ret; | |
} | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation + _Time.x); | |
o.vertex = UnityObjectToClipPos(rotated); | |
o.texcoord = v.vertex.xyz; | |
o.texcoordMap = v.texcoord; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
half2 random = Random2(i.texcoordMap.xy) * 0.01; | |
half scaler = lerp(2.5, 2, (abs(_SinTime.x / 3) + abs(_CosTime.x / 3)) / (2 + random.x)); | |
half4 distortion = tex2D (_DistortionMap, fixed2(i.texcoordMap.x + _Time.x, i.texcoordMap.y + _Time.x) / scaler); | |
half4 distortion2 = tex2D (_DistortionMap, fixed2(i.texcoordMap.y - _Time.x + distortion.x +random.y, i.texcoordMap.x - _Time.x + distortion.y + random.x) / scaler); | |
fixed3 uv = fixed3( | |
i.texcoord.x, | |
i.texcoord.y * _VScale + _VOffset, | |
i.texcoord.z); | |
uv.x += distortion.r * _DistortionAmount; | |
uv.y += distortion.b * _DistortionAmount; | |
half4 tex = texCUBE(_Tex, uv); | |
half3 c = DecodeHDR(tex, _Tex_HDR); | |
c = lerp(_Color1, _Color2, uv.x) + lerp(_Color1, _Color2, uv.y); | |
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb; | |
c *= _Exposure; | |
fixed3 first = TransformHSV(c.rgb, distortion.b + random.y); | |
fixed3 second = TransformHSV(c.rgb, -distortion2.r + random.x); | |
c.rgb = first + second; | |
//c.rgb = TransformHSV(c.rgb, distortion.b + distortion2.r * 0.5); | |
return half4(c, 1); | |
} | |
ENDCG | |
} | |
} | |
Fallback Off | |
} |
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Please note: this code is a "quick-and-dirty" exercise, made just for fun. It's not performant and not polished.