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@nicloay
Created November 2, 2015 09:46
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unity glitter shader
Shader "Custom/GlitterShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseSizeCoeff("_NoiseSizeCoeff (Bigger => larger glitter spots)", Float) = 0.61
_NoiseDensity("NoiseDensity (Bigger => larger glitter spots)", Float) = 53.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
fixed3 mod289(fixed3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
fixed4 mod289(fixed4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
fixed4 permute(fixed4 x) {
return mod289(((x*34.0)+1.0)*x);
}
fixed4 taylorInvSqrt(fixed4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
//FIXME: make as parameter
float _NoiseSizeCoeff; // Bigger => larger glitter spots
float _NoiseDensity; // Bigger => larger glitter spots
static const fixed2 C = fixed2(1.0/6.0, 1.0/3.0) ;
static const fixed4 D = fixed4(0.0, 0.5, 1.0, 2.0);
float snoise(fixed3 v)
{
// First corner
fixed3 i = floor(v + dot(v, C.yyy) );
fixed3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
fixed3 g = step(x0.yzx, x0.xyz);
fixed3 l = 1.0 - g;
fixed3 i1 = min( g.xyz, l.zxy );
fixed3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
fixed3 x1 = x0 - i1 + C.xxx;
fixed3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
fixed3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
fixed4 p = permute( permute( permute(
i.z + fixed4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + fixed4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + fixed4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
fixed3 ns = n_ * D.wyz - D.xzx;
fixed4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
fixed4 x_ = floor(j * ns.z);
fixed4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
fixed4 x = x_ *ns.x + ns.yyyy;
fixed4 y = y_ *ns.x + ns.yyyy;
fixed4 h = 1.0 - abs(x) - abs(y);
fixed4 b0 = fixed4( x.xy, y.xy );
fixed4 b1 = fixed4( x.zw, y.zw );
fixed4 s0 = floor(b0)*2.0 + 1.0;
fixed4 s1 = floor(b1)*2.0 + 1.0;
fixed4 sh = -step(h, fixed4(0.0));
fixed4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
fixed4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
fixed3 p0 = fixed3(a0.xy,h.x);
fixed3 p1 = fixed3(a0.zw,h.y);
fixed3 p2 = fixed3(a1.xy,h.z);
fixed3 p3 = fixed3(a1.zw,h.w);
// Normalise gradients
fixed4 norm = taylorInvSqrt(fixed4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
fixed4 m = max(_NoiseSizeCoeff - fixed4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return _NoiseDensity * dot( m*m, fixed4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
fixed3 linearLight( fixed3 s, fixed3 d )
{
return 2.0 * s + d - 1.0;
}
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 pos = fixed3(i.uv * fixed2( 3. , 1.) - fixed2(0., _Time.y * .00005), _Time.y * .006);
float n = smoothstep(.50, 1.0, snoise(pos * 80.)) * 8.;
fixed3 noiseGreyShifted = min((fixed3(n) + 1.) / 3. + .3, fixed3(1.)) * .91;
col = fixed4(linearLight(noiseGreyShifted, col), 1.0);
return col;
}
ENDCG
}
}
}
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