Created
March 23, 2021 04:17
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Some shaders that distort texture sampling in interesting ways.
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Shader "Unlit/Diagonal" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
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; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 uv = fixed2(i.uv.x +i.uv.y,i.uv.y-i.uv.x); | |
fixed4 col = tex2D(_MainTex, uv); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Unlit/Rorschach" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_ZagFrequency("Zag Frequency", float) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
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; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _ZagFrequency; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 uv = i.uv; | |
fixed zagLength = 1 / _ZagFrequency; | |
fixed flooredX = floor(uv.x/(zagLength * 1.5))*(zagLength*1.5); | |
uv.x = zagLength-abs(zagLength - (uv.x- flooredX)) + flooredX / 3.0; | |
fixed2 uv2 = fixed2(uv.x +uv.y,uv.y-uv.x); | |
fixed4 col = tex2D(_MainTex, uv2, ddx(i.uv), ddy(i.uv)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Unlit/ZigZag" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_ZagFrequency ("Zag Frequency", float) = 1 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
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; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _ZagFrequency; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 uv = i.uv; | |
fixed zagLength = 1/_ZagFrequency; | |
fixed zigLocation = uv.x % zagLength; | |
fixed halfZag = (zagLength / 2.0); | |
fixed zagAmplitude = (1 - abs(halfZag - zigLocation) / halfZag) * halfZag; | |
fixed4 col = tex2D(_MainTex, uv + fixed2(0,zagAmplitude)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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