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@pardeike
Last active May 14, 2020 23:46
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Save pardeike/851cd6a225b06a690016db2d14e71d88 to your computer and use it in GitHub Desktop.
PychoStripes Unity Shader
Shader "Unlit/OffLimits"
{
Properties {
_Color1 ("Color 1", Color) = (0,0,0,1)
_Color2 ("Color 2", Color) = (1,1,1,1)
_Size ("Size", Float) = 0
_Tiling ("Tiling", Range(0.1, 10)) = 1
_Direction ("Direction", Range(0, 1)) = 0
_WarpScale ("Warp Scale", Range(0, 1)) = 0
_WarpTiling ("Warp Tiling", Range(0.01, 20)) = 1
_Speed("Speed", Range(-40, 40)) = 0
_XPosition ("X Position", Range(0, 1000)) = 0
_YPosition ("Y Position", Range(0, 1000)) = 0
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color1;
fixed4 _Color2;
float _Size;
float _Tiling;
float _Direction;
float _WarpScale;
float _WarpTiling;
float _Speed;
float _XPosition;
float _YPosition;
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;
}
fixed4 frag (v2f i) : SV_Target
{
const float PI = 3.14159;
// float x = lerp(i.vertex.x / _Size, i.vertex.y / _Size, _Direction); //lerp(i.uv.x, i.uv.y, _Direction);
// float y = lerp(i.vertex.y / _Size, (1 - i.vertex.x) / _Size, _Direction); //lerp(i.uv.y, 1 - i.uv.x, _Direction);
float x1 = i.uv.x - _XPosition;
float x2 = i.uv.y - _YPosition;
float y1 = i.uv.y - _YPosition;
float y2 = 1 - (i.uv.x - _XPosition);
float x = lerp(x1, x2, _Direction) * 2 / _Size;
float y = lerp(y1, y2, _Direction) * 2 / _Size;
fixed dx = _Speed * _Time;
float n = x + sin((y + sin(x)) * _WarpTiling * PI * 2 + sin(dx * 2)) * _WarpScale;
n = n * _Tiling + dx;
fixed v = smoothstep(0.45, 0.55, abs(frac(n) - 0.5) * 2);
return lerp(_Color1, _Color2, v);
}
ENDCG
}
}
}
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