Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
Shadertoy to Unity (GLSL to HLSL)
Shader "Custom/warp_shadertoy" {
Properties{
/*
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
*/
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
Pass{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
/*
vec2 hash( vec2 p )
{
p = vec2( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
*/
fixed2 hash(fixed2 p) {
p = fixed2(dot(p, fixed2(127.1, 311.7)), dot(p, fixed2(269.5, 183.3)));
return -1.0 + 2.0 * frac(sin(p)*43758.5453123);
}
/*
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
*/
float noise(in fixed2 p)
{
static const float K1 = 0.366025404;
static const float K2 = 0.211324865;
fixed2 i = floor(p + (p.x + p.y)*K1);
fixed2 a = p - i + (i.x + i.y)*K2;
fixed2 o = (a.x > a.y) ? fixed2(1.0, 0.0) : fixed2(0.0, 1.0);
fixed2 b = a - o + K2;
fixed2 c = a - 1.0 + 2.0*K2;
fixed3 h = max(0.5 - fixed3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
fixed3 n = h*h*h*h*fixed3(dot(a, hash(i + 0.0)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
return dot(n, fixed3(70.0, 70.0, 70.0));
}
static const float2x2 m = float2x2(0.80, -0.60, 0.60, 0.80);
/*
float fbm4( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p );
return f;
}
*/
float fbm4(in fixed2 p)
{
float f = 0.0;
f += 0.5000*noise(p);
p = mul(p,m)*2.02;
f += 0.2500*noise(p);
p = mul(p, m)*2.03;
f += 0.1250*noise(p);
p = mul(p, m)*2.01;
f += 0.0625*noise(p);
return f;
}
/*
float fbm6( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p ); p = m*p*2.04;
f += 0.031250*noise( p ); p = m*p*2.01;
f += 0.015625*noise( p );
return f;
}
*/
float fbm6(in fixed2 p)
{
float f = 0.0;
f += 0.5000*noise(p);
p = mul(p, m)*2.02;
f += 0.2500*noise(p);
p = mul(p, m)*2.03;
f += 0.1250*noise(p);
p = mul(p, m)*2.01;
f += 0.0625*noise(p);
p = mul(p, m)*2.04;
f += 0.031250*noise(p);
p = mul(p, m)*2.01;
f += 0.015625*noise(p);
return f;
}
float turb4(in fixed2 p)
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = mul(p, m)*2.02;
f += 0.2500*abs(noise(p)); p = mul(p, m)*2.03;
f += 0.1250*abs(noise(p)); p = mul(p, m)*2.01;
f += 0.0625*abs(noise(p));
return f;
}
float turb6(in fixed2 p)
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = mul(p, m)*2.02;
f += 0.2500*abs(noise(p)); p = mul(p, m)*2.03;
f += 0.1250*abs(noise(p)); p = mul(p, m)*2.01;
f += 0.0625*abs(noise(p)); p = mul(p, m)*2.04;
f += 0.031250*abs(noise(p)); p = mul(p, m)*2.01;
f += 0.015625*abs(noise(p));
return f;
}
float marble(in fixed2 p)
{
return cos(p.x + fbm4(p));
}
float wood(in fixed2 p)
{
float n = noise(p);
return n - floor(n);
}
float dowarp(in fixed2 q, out fixed2 a, out fixed2 b)
{
float ang = 0.;
ang = 1.2345 * sin(0.015*_Time.y);
float2x2 m1 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
ang = 0.2345 * sin(0.021*_Time.y);
float2x2 m2 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
a = fixed2(marble(mul(q,m1)), marble(mul(q,m2) + fixed2(1.12, 0.654)));
ang = 0.543 * cos(0.011*_Time.y);
m1 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
ang = 1.128 * cos(0.018*_Time.y);
m2 = float2x2(cos(ang), sin(ang), -sin(ang), cos(ang));
//b = fixed2(marble(m2*(q + a)), marble(m1*(q + a)));
b = fixed2(marble(mul((q+a),m2)), marble((mul((q + a), m1))));
return marble(q + b + fixed2(0.32, 1.654));
}
fixed4 frag(v2f_img i) : SV_Target
{
fixed2 uv = (i.uv*_ScreenParams.xy) / _ScreenParams.xy;
fixed2 q = 2.*uv - 1.;
//q.y *= _ScreenParams.y / _ScreenParams.x;
q.y = mul(q.y, (_ScreenParams.y / _ScreenParams.x));
float Time = 0.1*_Time.y;
q += fixed2(4.0*sin(Time), 0.);
//q *= 1.725;
q = mul(q, 1.725);
fixed2 a = fixed2(0., 0.);
fixed2 b = fixed2(0., 0.);
float f = dowarp(q, a, b);
f = 0.5 + 0.5*f;
fixed3 col = fixed3(f, f, f);
float c = 0.;
c = f;
col = fixed3(c, c*c, c*c*c);
c = abs(a.x);
col -= fixed3(c*c, c, c*c*c);
c = abs(b.x);
col += fixed3(c*c*c, c*c, c);
//col *= 0.7;
col = mul(col, 0.7);
col.x = pow(col.x, 2.18);
// col.y = pow(col.y, 1.58);
col.z = pow(col.z, 1.88);
col = smoothstep(0., 1., col);
col = 0.5 - (1.4*col - 0.7)*(1.4*col - 0.7);
col = 1.25*sqrt(col);
col = clamp(col, 0., 1.);
// Vignetting
//fixed2 r = -1.0 + 2.0*(uv);
//float vb = max(abs(r.x), abs(r.y));
//col *= (0.15 + 0.85*(1.0 - exp(-(1.0 - vb)*30.0)));
//col = mul(col, 0.15 + 0.85*(1.0 - exp(-(1.0 - vb)*30.0)));
//fragColor = vec4(col, 1.0);
return fixed4(col.x, col.y, col.z, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
/*
//////////////////////////////////////////////////
// XBE
// See Yaw 2 (Yet Yet Another Warping)
// More colorfull version
// Simplex Noise by IQ
vec2 hash( vec2 p )
{
p = vec2( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x));
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
const mat2 m = mat2( 0.80, 0.60, -0.60, 0.80 );
float fbm4( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p );
return f;
}
float fbm6( in vec2 p )
{
float f = 0.0;
f += 0.5000*noise( p ); p = m*p*2.02;
f += 0.2500*noise( p ); p = m*p*2.03;
f += 0.1250*noise( p ); p = m*p*2.01;
f += 0.0625*noise( p ); p = m*p*2.04;
f += 0.031250*noise( p ); p = m*p*2.01;
f += 0.015625*noise( p );
return f;
}
float turb4( in vec2 p )
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = m*p*2.02;
f += 0.2500*abs(noise(p)); p = m*p*2.03;
f += 0.1250*abs(noise(p)); p = m*p*2.01;
f += 0.0625*abs(noise(p));
return f;
}
float turb6( in vec2 p )
{
float f = 0.0;
f += 0.5000*abs(noise(p)); p = m*p*2.02;
f += 0.2500*abs(noise(p)); p = m*p*2.03;
f += 0.1250*abs(noise(p)); p = m*p*2.01;
f += 0.0625*abs(noise(p)); p = m*p*2.04;
f += 0.031250*abs(noise(p)); p = m*p*2.01;
f += 0.015625*abs(noise(p));
return f;
}
float marble(in vec2 p)
{
return cos(p.x+fbm4(p));
}
float wood(in vec2 p)
{
float n = noise(p);
return n-floor(n);
}
float dowarp ( in vec2 q, out vec2 a, out vec2 b )
{
float ang=0.;
ang = 1.2345 * sin (0.015*iGlobalTime);
mat2 m1 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
ang = 0.2345 * sin (0.021*iGlobalTime);
mat2 m2 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
a = vec2( marble(m1*q), marble(m2*q+vec2(1.12,0.654)) );
ang = 0.543 * cos (0.011*iGlobalTime);
m1 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
ang = 1.128 * cos (0.018*iGlobalTime);
m2 = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
b = vec2( marble( m2*(q + a)), marble( m1*(q + a) ) );
return marble( q + b +vec2(0.32,1.654));
}
// -----------------------------------------------
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 q = 2.*uv-1.;
q.y *= iResolution.y/iResolution.x;
float Time = 0.1*iGlobalTime;
q += vec2( 4.0*sin(Time), 0.);
q *= 1.725;
vec2 a = vec2(0.);
vec2 b = vec2(0.);
float f = dowarp(q, a, b);
f = 0.5+0.5*f;
vec3 col = vec3(f);
float c = 0.;
c = f;
col = vec3(c, c*c, c*c*c);
c = abs(a.x);
col -= vec3(c*c, c, c*c*c);
c = abs(b.x);
col += vec3(c*c*c, c*c, c);
col *= 0.7;
col.x = pow(col.x, 2.18);
// col.y = pow(col.y, 1.58);
col.z = pow(col.z, 1.88);
col = smoothstep(0., 1., col);
col = 0.5 - (1.4*col-0.7)*(1.4*col-0.7);
col = 1.25*sqrt(col);
col = clamp(col, 0., 1.);
// Vignetting
vec2 r = -1.0 + 2.0*(uv);
float vb = max(abs(r.x), abs(r.y));
col *= (0.15 + 0.85*(1.0-exp(-(1.0-vb)*30.0)));
fragColor = vec4( col, 1.0 );
}
*/
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.